Topic: Attempting world-specific new roads
Astuur Topic Opener |
Posted at: 2011-08-26, 10:11
Since Nasenbaer's latest code has now made its way into Tino's windows package, and the road tiles are now accessible, I have started to work on this. This thread is for collecting some preliminary ideas, and discussing their chances to make it into the game. Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |
Astuur Topic Opener |
Posted at: 2011-08-26, 10:20
Here are some thoughts to discuss, maybe, and also some questions that I have.
1) is only depending on the graphics. 2) is probably only code dependant. 3) is graphics (see attached picture),4) would likely imply both, code changes and graphics.5) well, it depends Any other ideas?
Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |
Personal_Joke |
Posted at: 2011-08-26, 14:44
I quite like the look of those paved roads Top Quote |
Astuur Topic Opener |
Posted at: 2011-08-26, 19:39
Thanks, but not so much on the mountains, right? Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |
Personal_Joke |
Posted at: 2011-08-27, 01:19
Hehe yea, they're a bit out of place there Edited: 2011-08-27, 01:19
Top Quote |
Astuur Topic Opener |
Posted at: 2011-09-15, 19:32
Dear programmers, I'm a bit stuck here. Could one of you please comment on the feasability of the code depending concepts Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |
Nasenbaer |
Posted at: 2011-09-15, 22:29
actually i can only guess at the moment (no time to look through the code ) - but I believe the road texture is handled the same as the terrain textures, only difference is, that it is only drawn on the line between the two nodes and not on the whole area. Making it blend out on the ground via artistic changes is therefore nearly impossible. Fact is:
Perhpas it's time for a wishlist item on the bug tracker for road improvements? Top Quote |
Astuur Topic Opener |
Posted at: 2011-09-16, 08:03
Thank you Nasenbaer! Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |
Astuur Topic Opener |
Posted at: 2011-10-07, 19:42
I have been experimenting a bit more with this. The graphic file roadt_normal.png is 60 x 60 pixels, but in fact only 2 stripes are cut from it and used. Transparency of any kind is not supported, as Nasenbaer said. As you can see, all horizontal road patterns are taken from the horizontal stripe, which is reapeated and always displayed from left to right.
All other roads are taken from the 45° stripe, used from top to bottom and reapeated. This one is also mirrored for the NE -> SW direction.
All the rest of the 60 x 60 pattern files is ignored. So what do we do with it? All in all the job of finding better road textures will again probably be one of finding an acceptable compromize, unless a programmer wants to improve the situation. My suggestions for improvement would be: Those three things would open up a chance for a terrain specific look and a more variable road border. Both seemes possible but I cannot be sure how it will look. Anybody willing to look into the code and tell us if there is a chance for such a change? Afterwards a decision must be made, which course to steer. Edited: 2011-10-09, 11:39
Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |
chuckw |
Posted at: 2011-10-09, 00:12
Thanks for your research in this matter, Wolf. I see little people. Top Quote |