[GIT] Docks

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EJlol
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Re: [WIP] Tulimshar docks

Post by EJlol » 06 Mar 2009, 21:55

you have the / and the \ sides, but not the north and south sides to go up/down
tiles to give the / and \ sides support beams
fences
horizontal support beams
Tiles to make a nice connection with the ground

Things you can do when you have finished this tileset, but still want to work on it :P :
Ships
Animated water tiles
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octalot
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Re: [WIP] Tulimshar docks

Post by octalot » 07 Mar 2009, 00:19

Those ramps look really hard to walk up and down.
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Re: [WIP] Tulimshar docks

Post by EJlol » 07 Mar 2009, 00:20

Thats a server/client problem, not a tileset problem :P
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Fother
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Re: [WIP] Tulimshar docks

Post by Fother » 07 Mar 2009, 10:25

EJlol wrote:you have the / and the \ sides, but not the north and south sides to go up/down
tiles to give the / and \ sides support beams
fences
horizontal support beams
Tiles to make a nice connection with the ground
  • For the North facing slope, I'll need to decrease it a pixel, and make the gap between the wood disappear of throw a line of 50% alpha on that gap to make it appear angled, but with a hint of light (which would work well with animated tiles under it). For the South facing slope, I'll need to increase the plank size, or at least make it look like they're wider by removing any inner shadow (since these tiles would appear to be parallel to the user's perspective.) I've highlighted it below with pink water as an example of it before I change it's perspective.
  • As for Fences/Rails, and ground connectors, let me check with what Jax was envisioning. (Keeping my fingers crossed for a sea wall :D).
  • Horizontal support beams, please see my example below... do you mean the cross beams underneath a dock?
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Rotonen
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Re: [WIP] Tulimshar docks

Post by Rotonen » 07 Mar 2009, 15:22

At parts I think you're trying to say too much with the texture. Getting cluttered with the detail in the wood.
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Re: [WIP] Tulimshar docks

Post by kr0n05931 » 07 Mar 2009, 17:50

The lighting on the pillars is off, try making the lighting like this:
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Last edited by kr0n05931 on 07 Mar 2009, 18:33, edited 1 time in total.
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Seradest
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Re: [WIP] Tulimshar docks

Post by Seradest » 07 Mar 2009, 17:55

Rotonen wrote:At parts I think you're trying to say too much with the texture. Getting cluttered with the detail in the wood.
Yup the Titelset from the Forests must be a little bit remade.........
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Re: [WIP] Tulimshar docks

Post by EJlol » 07 Mar 2009, 19:35

kr0n05931 wrote:The lighting on the pillars is off, try making the lighting like this:
Your lighting comes from below? :?
Horizontal support beams, please see my example below... do you mean the cross beams underneath a dock?
Not really, what I mean was something like this:
Image

So that docks that are very high (or bridges), are still interesting, instead of boring.
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Re: [WIP] Tulimshar docks

Post by Fother » 08 Mar 2009, 20:41

EJlol, I've added in those beams you wanted.

Here's the example
example4.png
Some examples
example4.png (138.87 KiB) Viewed 1043 times
The oysters on the base of the piling are a test, but likely won't be used unless someone wants to make barnacled & oystered submerged bases for all of the submerged sections (or at least a layer friendly tile that could be overlayed onto other tiles for barnacling).
Here's x1 so far, in case anyone has other changes or suggestions (they should make them directly to this tileset and repost the changed tile and an example of it in use.
tulimshar_docks_x1.png
Current tileset
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kinwa
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Re: [WIP] Tulimshar docks

Post by kinwa » 08 Mar 2009, 20:54

i think, perhaps the contrast of the vertical ramps is too much. i had to look quite a while until i figured what the perspective should look like. but perhaps its not because of the contrast, i dont know exactly.
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Re: [WIP] Tulimshar docks

Post by Fother » 09 Mar 2009, 08:32

At EJlol and Jaxad's request, here's the set with all redundant tiles removed or separated where they can be sandwiched together into the desired effect. I haven't added anything advanced as far as cross beams, since there's not any actual need for them in the Tulimshar port [that I can tell]... plus this is just a dock, not a railroad bridge. :wink: ).

Edit1: Replaced below attachment 3/15/09 with most recent version. Removed the concrete seawall from this set and moved into it's own
Edit2: Replaced below attachment 3/21/09 with the finalized workable version of the base set (though some of the accessories are up for discussion [please post better one's if you're up to it ;)])
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Last edited by Fother on 22 Mar 2009, 04:38, edited 1 time in total.
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Crush
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Re: [WIP] Docks

Post by Crush » 16 Mar 2009, 01:50

The east/west ramps look good, but the north/south ramps don't work out that way.

The view angle of TMW is from 45° up. This means that the ramp facing away from the spectator is almost parallel to the view angle and thus should be viewn from a very low angle, while the one facing the spectator should be drawn like it is seen from the top.

Maybe we should just leave the vertical ramps out. The medium (orthogonal 2d graphics) just isn't suited for it.

How about some more ambient tiles instead to spice it up? Missing, damaged or provisorically repaired planks; docking posts, loading cranes and gangways for ships; ropes, anchors, sailcloth, fishing nets and other maritime equipment laying around...
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Re: [WIP] Docks

Post by Fother » 16 Mar 2009, 03:35

Absolutely. I had a few requests for the North South ramps, and knew those weren't feasible but figured I'd wouldn't hurt for anyone testing it out to see what issues that brings. Not to bring back up the idea of an interactions layer again, but if there were a slow walk and fast walk interactions tile, then north/south ramps would be a little more workable (though a true north ramp tile, as you've said, would truly be invisible.)

I'll nuke those tiles from the next revision.

I have many ambient items in a separate sheet as far as broken planks, missing, or repaired planks, as well as few maritime accessories (coiled rope, fish hooks, netted glass crab traps, lanturns, etc.) but haven't posted them since I want to get the main components completed or fixed on this set before I place any distractions out there (err, at least on this set) for myself. Someone will nitpick one of the accessories and flood the thread before the main stuff is complete! :D
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Re: [WIP] Docks

Post by Jaxad0127 » 16 Mar 2009, 03:47

The north ramp wouldn't be completely invisible, atleast not if its at the same angle as the east west ramps. The south ramp does need to be more than one tile long to match.
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Re: [WIP] Docks

Post by leeor_net » 20 Apr 2009, 21:45

I this thread is somewhat old but I wanted to note the source of the tiles that we were using. They actually came from Inquisitor's tilesets from RPG-Palace (http://www.rpg-palace.com/artists/xpexterior.php). They are not under a creative commons lisence but were used with permission. I just don't want anybody to find themselves getting yelled at by the author of the tiles especially if any graphics were developed using those tilesets.
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