Topic: saved roads
egg Topic Opener |
Posted at: 2014-09-15, 14:55
Yes, as you say, it would be wrong to spoil the appearance of Widelands by using vibrant colours. I used bordered roads in a mapping program (Python scripting), and one of the issues is that the roads need to be at least three pixels wide. Incidentally, I drew the roads as a thick line in the border colour overlaid by a thin line in the road colour. How practical would it be to change colour while a key is pressed? Easy in Python! Top Quote |
GunChleoc |
Posted at: 2014-09-15, 19:24
Maybe a key that toggles might be easier to implement, where we could have an overlay like with the building spaces and work areas that adds a semi-transparent red layer over the roads. Best of course would be roads that can be seen easily on all terrains. Maybe some sort of difference function between road color and terrain color that will change the color of the roads a bit, according to terrain? Edited: 2014-09-15, 19:24
Busy indexing nil values Top Quote |
egg Topic Opener |
Posted at: 2014-09-16, 14:28
I would be happy with having the roads shown in a contrasting colour whenever a key is held down. It would be good if the key, and the contrasting colour, could be chosen as options by the player. I don't know if this is available in the programming language used to draw Widelands roads, but in Tkinter (GUI for Python) roads would be drawn as objects, and can be tagged. It is easy then to change the colour of all objects with a specific tag. Top Quote |
GunChleoc |
Posted at: 2014-09-16, 20:35
I'm sure that C++ can handle this kind of stuff somehow, the problem is finding enough programmers to do it. I have no clue whatsoever about using the graphics libraries. Busy indexing nil values Top Quote |
SirVer |
Posted at: 2014-09-18, 16:24
Changing the color of the road jerks you out of the illusion of controlling a real world. I think having proper roads - not only a simple texture, but one with stone plates and a border will help with this problem immensely. If somebody wants to draw one, I will implement it into the game. Top Quote |
SirVer |
Posted at: 2014-09-18, 16:28
Current trunk contains code that writes a minimap to a .png file. You can modify it to also write out roads into the minimaps and work with savegames: http://bazaar.launchpad.net/~widelands-dev/widelands/trunk/view/head:/src/logic/map_info.cc Top Quote |
Ex-Member |
Posted at: 2014-09-18, 17:04
What size image are you looking for? Someone did suggest a 3 pixel wide image earlier as road and a border each side, this seems a bit small to me as the border is in fact twice as wide as the road but making it to wide is not an option. I did try a couple of ideas out, a stone road with a whiter border one side and blacker the other did look almost 3d, with some imagination. Top Quote |
GunChleoc |
Posted at: 2014-09-18, 18:04
Maybe take a screenshot of a flag with 6 roads branching off as a guideline for size? If it fits there pixel-wise, that might be a good start. Current road textures are in world/pics, and terrain textures are in world/terrains/pics Busy indexing nil values Top Quote |
SirVer |
Posted at: 2014-09-18, 19:11
I think size hardly matters much. Just come up with a horizontal road that looks good to you in screenshots and I will try to implement it into the game. Note that changing the current road textures gives weird results to say the least - do not try that. Just make a mock, i.e. something that looks nice in screenshots. Extra points for making six distinct roads: 3 streets (different for each tribe) + 3 busy streets (same). Top Quote |
egg Topic Opener |
Posted at: 2014-09-19, 15:12
The basic road colour is OK as it is, while the border colour (kerb colour) could be chosen by the map designer to suit the terrain colours used on the map. It could also be useful if the player could change the border colour as an option. SirVer's reference to the minimap is interesting: a good map of roads could be obtained if the zoom wasn't so restricted. Top Quote |