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RE: New terrain mod, work in progress...

 
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RE: New terrain mod, work in progress... - 11/7/2007 12:46:53 AM   
NickGen


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No new comment ?

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Post #: 31
RE: New terrain mod, work in progress... - 11/7/2007 12:50:03 AM   
cbelva


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Hey Nick,

Overall it looks good. The only comment I have is that I liked the high mountains in the previous edition. The last one was too white. The hvy forests looked better. I am looking forward to seeing this one released. If you decide to release the mod as is, you may want to allow us to use the previous high mountains as an option. Thanks for your hard work.

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Post #: 32
RE: New terrain mod, work in progress... - 11/7/2007 10:32:40 AM   
MrMox

 

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I agree with cbelva, the high mountains looked better in the previous edition. The forests are getting better but I still think they can be improved. But all in all it looks quite amazing - really looking forward to it getting released.

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Post #: 33
RE: New terrain mod, work in progress... - 11/7/2007 3:17:04 PM   
Erik Rutins

 

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I really like the plains and forests, but the hills and mountains somehow look "blurry" and I think the previous version was also a bit better.

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Post #: 34
RE: New terrain mod, work in progress... - 11/7/2007 4:33:32 PM   
cbelva


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I went back and looked at the two versions again. I definitely like the previous versions of the mountains better. I agree with Erik, in the newer version, the mountains/hills look blurry. I felt the mountains/hills in the earlier version were near perfect.

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Post #: 35
RE: New terrain mod, work in progress... - 11/7/2007 4:51:27 PM   
NickGen


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Thank's for your answers....I have rework the mountains and high moutain graphic because There was a problem of graphic transition.....transition between hex's was not perfect...Now, i like the new graphic, I do not have time for rework yet....
In the next version perhaps.....

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Post #: 36
RE: New terrain mod, work in progress... - 11/7/2007 5:02:38 PM   
AlvinS

 

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Nick69

Beautiful work! I love this game and how it can be customized in many ways. It is a true wargame construction kit.

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Post #: 37
RE: New terrain mod, work in progress... - 11/7/2007 5:39:31 PM   
PDiFolco

 

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Even as it is I would adopt it if it were available somewhere ! Give it to us !

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Post #: 38
RE: New terrain mod, work in progress... - 11/8/2007 9:55:32 PM   
IRONCROM


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 Sweet mod bro. I am waiting in anticapation. Keep up the good work!

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Post #: 39
RE: New terrain mod, work in progress... - 11/8/2007 10:00:21 PM   
NickGen


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Tank's.....But, I blocked in my work, because of a bug.....(see support forum...)...

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Post #: 40
RE: New terrain mod, work in progress... - 11/8/2007 11:32:36 PM   
cbelva


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Hey Nick,

I read your comment on the bug thread. I am curious as to why you were getting that bug. In substituting sprikes I had no problems. It was trying to add additional sprikes that I was getting the bug. Are you adding new terrain sprites with your mod? I am working on a new scenario and the bug has ground me to a halt. Hopefully we will get the 1.02 beta tomorrow. Looking forward to your mod.

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Post #: 41
RE: New terrain mod, work in progress... - 11/8/2007 11:50:35 PM   
NickGen


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Hey Cbelva, I have no problems for creating new landscape with new sprite, but, if i want to add additional sprite in same "tileset" i have the bug.....for example, if i want to add some additional sprite in a urban tileset, the first sprite work fine, but, for all the other sprites, i have the bug.....
I am also blocked in my work....Yes, i hope this patch will Solve the problem....

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Post #: 42
RE: New terrain mod, work in progress... - 11/9/2007 11:07:58 AM   
kram

 

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Hi Nick69, a really awesome work, I'm curious to see how you will model heavy forest vs. light forest and swamp.
Hope your mod will be posted soon and many thanks for it.

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Post #: 43
RE: New terrain mod, work in progress... - 11/9/2007 10:36:32 PM   
NickGen


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Ok, a new screenshot, with, light forest, marsh, and some city graphic, but i am not very happy with them...Perhaps replaced by topographics symbols ?..... To follow




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< Message edited by Nick69 -- 11/9/2007 10:37:06 PM >

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Post #: 44
RE: New terrain mod, work in progress... - 11/9/2007 10:42:07 PM   
Vic


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@nick,

looks great. amazing job. i should check the forums first for graphical artists for next game.

for the towns i would make them stand out more color wise and if possible let them also influence the edges of neighbouring hexes so they are better visible if units are on top.

kind regards,
vic

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Post #: 45
RE: New terrain mod, work in progress... - 11/9/2007 11:02:07 PM   
NickGen


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Tanks for your advice, Vic, I am not a really a professional graphic designer, I am rather specializing in tabletop wargames ....
I also planned to redo the entire user interface .... in the near future ...
For the city and town, i thought somewhat darker Sprite ...
Sorry for my english, i am french....

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Post #: 46
RE: New terrain mod, work in progress... - 11/9/2007 11:04:40 PM   
NickGen


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Vic, i have some trouble with the urban sprites...can you give me some advice ?
why two sprites for each urban type ? (urban01.png, urban01a.png)
How it work ?

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Post #: 47
RE: New terrain mod, work in progress... - 11/9/2007 11:14:13 PM   
Vic


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quote:

ORIGINAL: Nick69

Vic, i have some trouble with the urban sprites...can you give me some advice ?
why two sprites for each urban type ? (urban01.png, urban01a.png)
How it work ?



well you can have two sprites for any landscape sprite. One which is drawn before any neighbouring hex influences are painted on the hex, and one which is drawn after. If you do a top down look i think it would be smart to have a fully transparent graphic as the second sprite for towns.

If you have any more questions feel free to ask.


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Post #: 48
RE: New terrain mod, work in progress... - 11/9/2007 11:53:35 PM   
NickGen


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tanks Vic, I certainly have a lot of questions to ask ....
In fact, a lot of my graphics come from a game project that I had going on, but abandoned for lack of time ....

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Post #: 49
RE: New terrain mod, work in progress... - 11/10/2007 1:01:40 PM   
NickGen


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Vic, another question...Is it possible that the sea override the rivers hexsides ? for good transition....

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Post #: 50
RE: New terrain mod, work in progress... - 11/10/2007 1:34:14 PM   
Vic


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no the rivers are always drawn last.

but if you make sure the land always goes to the corners of the hex then the rivers will fit right?

kind regards,
vic




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Post #: 51
RE: New terrain mod, work in progress... - 11/10/2007 1:40:48 PM   
NickGen


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quote:

ORIGINAL: Vic

no the rivers are always drawn last.

but if you make sure the land always goes to the corners of the hex then the rivers will fit right?

kind regards,
vic





Yes, tanks Vic, and i want to make the rivers the same color as the sea...
Soon a new screenshot with roads, towns and city

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Post #: 52
RE: New terrain mod, work in progress... - 11/10/2007 5:33:25 PM   
NickGen


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New screenshot...with all terrain ok...Road, rivers, streams, bridge, town, city...on map....
Soon the release...





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Post #: 53
RE: New terrain mod, work in progress... - 11/10/2007 7:11:29 PM   
Pocus


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Groovy!

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Post #: 54
RE: New terrain mod, work in progress... - 11/10/2007 7:27:11 PM   
Arditi


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  Wow!  Lookin' great!
  Arditi

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Post #: 55
RE: New terrain mod, work in progress... - 11/11/2007 1:01:29 AM   
EricSilver_MatrixForum

 

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Can't wait for the release, Nick!!, great job, m8!!

;)

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Post #: 56
RE: New terrain mod, work in progress... - 11/11/2007 7:43:53 AM   
Hentzau


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Looks excellent!

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Post #: 57
RE: New terrain mod, work in progress... - 11/12/2007 9:42:39 PM   
NickGen


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Last screenshot for this mod, european theatre, all graphic done, now, I can schedule the terrain effects and make a new masterfile...
Soon, two new mod, one for desert theatre, one for asian theatre...




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Post #: 58
RE: New terrain mod, work in progress... - 11/12/2007 10:01:27 PM   
Barthheart


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Awesome!!!!

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Post #: 59
RE: New terrain mod, work in progress... - 11/12/2007 10:56:29 PM   
PDiFolco

 

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Nick,
Very nice job, but why do you want to make a masterfile ?? What we need is a zipped file with all the png to replace all those in graphics/default/plain, lightforest etc... dirs !


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Post #: 60
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