Topic: New roads
kaputtnik Topic Opener |
Posted at: 2015-01-21, 18:36
Yes, i thought about such a thing too. Is it possible to set the road-type in the corresponding conf-file for each building? Top Quote |
chuckw |
Posted at: 2015-01-21, 18:46
Not yet, that I am aware of. I see little people. Top Quote |
GunChleoc |
Posted at: 2015-01-21, 20:26
No, not possible. It is hard coded in C++. We would have to use mock-ups for now to see how it looks. Busy indexing nil values Top Quote |
kaputtnik Topic Opener |
Posted at: 2015-01-22, 10:59
I am now on r7363 but this shadow is still there: But i found a solution for that... i just make the pattern 12 pixels instead of 10 pixel: Top Quote |
kaputtnik Topic Opener |
Posted at: 2015-01-22, 11:37
Using busy roads as roads to buildings: It looks not as bad as i thought Top Quote |
chuckw |
Posted at: 2015-01-22, 15:17
The mock up above demonstrates using busy roads for the building approaches may just work, but I would like to see how the game engine would render them before making a decision. I see little people. Top Quote |
kaputtnik Topic Opener |
Posted at: 2015-01-22, 16:08
Another try for roads fo Babarian: The patterns: Normal road little waved, with some pebbles, Depending on terrain the pebbles are brighter or nearly not to see. The busy road is colored similar to some greater buildings (like the donjon). So they fit to the colorsheme of Babarians buildings. Top Quote |
chuckw |
Posted at: 2015-01-22, 17:08
I like them. The pebbles help to distinguish the road over some of the mountain terrain as shown in the top-center of your screenshot. Where the terrain is lighter, the darker portion of the road is evident. I think the pattern you show for the busy roads works well here, too. I see little people. Top Quote |
GunChleoc |
Posted at: 2015-01-23, 10:03
You can use this branch to render buildings with busy roads attached to them. Busy indexing nil values Top Quote |
kaputtnik Topic Opener |
Posted at: 2015-01-23, 14:49
Thanks GunChleoc.... Here are screens about Atlantean roads. The normal road is most complicated, so i've made more patterns but in the end i think the last one will do it. The road have some thickenings. If a carrier has nothing to dol, he/she will allways stand on one of this thickenings. Here is a more "nervous" variant: For the busy roads i add a color which is related to the atlantean headquarter (the turquoise roof[?]). I added this color to normal roads too: If you like the "nervous" normal road more than the concave one, i could also add the turquoise border there. The patterns: Top Quote |