kaputtnik
Topic Opener
Joined: 2013-02-18, 20:48
Posts: 2550
OS: Archlinux
Version: current master
One Elder of Players
Location: Germany
|
Posted at: 2015-09-30, 21:48
I am working on a terrain which is something like a sandbank, which couldn't be passed by ships. See this bug
So here is a first screenshot... this terrains is derived from desert water:
It's animated (don't worry about the wrong direction of rolling waves, in game they roll like the water) :
The animation shows that it's not perfect (the waves are stuttering some times). What do you think in general about this?
Edited: 2020-06-01, 09:35
Top
Quote
|
|
|
einstein13
Joined: 2013-07-29, 00:01
Posts: 1116
One Elder of Players
Location: Poland
|
Posted at: 2015-09-30, 22:23
I really like it It is like coral and other shallow not passable for ships
einstein13 calculations & maps packages: http://wuatek.no-ip.org/~rak/widelands/ backup website files: http://kartezjusz.ddns.net/upload/widelands/
Top
Quote
|
|
|
king_of_nowhere
Joined: 2014-09-15, 18:35
Posts: 1668
One Elder of Players
|
Posted at: 2015-10-01, 00:27
yeah, nice one
Top
Quote
|
|
|
GunChleoc
Joined: 2013-10-07, 15:56
Posts: 3317
One Elder of Players
Location: RenderedRect
|
Posted at: 2015-10-01, 07:39
+1
Busy indexing nil values
Top
Quote
|
|
|
fraang
Joined: 2010-02-15, 13:13
Posts: 239
Widelands-Forum-Junkie
|
Posted at: 2015-10-01, 12:45
kaputtnik wrote:
I am working on a terrain which is something like a sandbank, which couldn't be passed by ships. See this bug
So here is a first screenshot... this terrains is derived from desert water:
It's animated (don't worry about the wrong direction of rolling waves, in game they roll like the water) :
The animation shows that it's not perfect (the waves are stuttering some times). What do you think in general about this?
I like the idea!
Top
Quote
|
|
|
kaputtnik
Topic Opener
Joined: 2013-02-18, 20:48
Posts: 2550
OS: Archlinux
Version: current master
One Elder of Players
Location: Germany
|
Posted at: 2015-10-02, 18:21
Thanks for your answers and i am glad you like it
First i thought of making one type of shallow water which fits for all biomes (summer/winter/blackland/desert) to save time (it's really hard to make such a terrain). But i think this wouldn't look good because the colours of the water patterns of each biome are very different. So i will try to make shallow water for each biome (water terrain).
Should this kind of terrain be passable by the widelanders (with roads)? This is an importand question, because if it should be passable, the sandbanks (the grayish parts) have to be on other places than in the above example so that flags are placed on one of this sandbanks.
Top
Quote
|
|
|
king_of_nowhere
Joined: 2014-09-15, 18:35
Posts: 1668
One Elder of Players
|
Posted at: 2015-10-02, 18:48
kaputtnik wrote:
Thanks for your answers and i am glad you like it
First i thought of making one type of shallow water which fits for all biomes (summer/winter/blackland/desert) to save time (it's really hard to make such a terrain). But i think this wouldn't look good because the colours of the water patterns of each biome are very different. So i will try to make shallow water for each biome (water terrain).
Should this kind of terrain be passable by the widelanders (with roads)? This is an importand question, because if it should be passable, the sandbanks (the grayish parts) have to be on other places than in the above example so that flags are placed on one of this sandbanks.
if they are impassable by boats, not buildable, but passable by roads, how are they different from beach?
Thinking about it, as they are (impassable to both boats and land units) they behave like swamp or other dead land. Except that they can be fished, so ok, they have a difference.
By the way, if trees can be planted on them (or at their fringes) I recommend values of humidity 0.999, fertility 0.1, and temperature equal to the water temperature of that biome.
Top
Quote
|
|
|
einstein13
Joined: 2013-07-29, 00:01
Posts: 1116
One Elder of Players
Location: Poland
|
Posted at: 2015-10-02, 22:13
king_of_nowhere wrote:
kaputtnik wrote:
Should this kind of terrain be passable by the widelanders (with roads)? This is an importand question, because if it should be passable, the sandbanks (the grayish parts) have to be on other places than in the above example so that flags are placed on one of this sandbanks.
if they are impassable by boats, not buildable, but passable by roads, how are they different from beach? (...)
I recommend values of humidity 0.999, fertility 0.1, and temperature equal to the water temperature of that biome.
I totally agree!
einstein13 calculations & maps packages: http://wuatek.no-ip.org/~rak/widelands/ backup website files: http://kartezjusz.ddns.net/upload/widelands/
Top
Quote
|
|
|
kaputtnik
Topic Opener
Joined: 2013-02-18, 20:48
Posts: 2550
OS: Archlinux
Version: current master
One Elder of Players
Location: Germany
|
Posted at: 2015-10-03, 10:53
king_of_nowhere wrote:
kaputtnik wrote:
if they are impassable by boats, not buildable, but passable by roads, how are they different from beach?
It will look better if this terrain is used in the middle of an area of water
Thinking about it, as they are (impassable to both boats and land units) they behave like swamp or other dead land. Except that they can be fished, so ok, they have a difference.
I will try to make them passable by the widelanders.
By the way, if trees can be planted on them (or at their fringes) I recommend values of humidity 0.999, fertility 0.1, and temperature equal to the water temperature of that biome.
Ah... trees... i don't know if it looks good if trees can be planted on them. But the possibility of growing trees could be adjusted if the patterns are ready. Thanks for the values anyway.
Top
Quote
|
|
|
king_of_nowhere
Joined: 2014-09-15, 18:35
Posts: 1668
One Elder of Players
|
Posted at: 2015-10-03, 15:30
kaputtnik wrote:
Ah... trees... i don't know if it looks good if trees can be planted on them. But the possibility of growing trees could be adjusted if the patterns are ready. Thanks for the values anyway.
I suppose trees cannot grow directly on them (with those values they wouldn't last anyway) but they would grow at the border between those and other terrains. After all, trees cannot grow on water, but they grow on the shore where the values of water influence them.
Top
Quote
|