Topic: saved roads
kaputtnik |
Posted at: 2015-01-13, 22:55
I trust you Its really hard to find the right colors. Because the redering is different depending on the roead direction, South nord east directions do allways look different In this example i gave the busy road for babarians a 2 pixel wide very dark border, but as you could see, the contrast isn't as high as it may should be on the hill terrain:
Uhm, i have to compile this version for my self.... and test my new roads against this version. But thanks a lot
I do not ask for this, i would give you a hint on manage this failure by yourself
This file is missing... or maybe corrupted? Top Quote |
kaputtnik |
Posted at: 2015-01-14, 00:27
I think this could be babarians: Look! Normal roads act different depending on the terrain!!!! Top Quote |
DragonAtma |
Posted at: 2015-01-14, 03:55
Those look good and probably have enough contrast. How do they look on terrain of a color between the main and border part of less-traveled roads? Top Quote |
kaputtnik |
Posted at: 2015-01-14, 14:12
Could you give an example terrain? I've adjusted the roads. Normal roads gets a transparent border (why should a path have a border?) and busy roads a darker color for the wooden plates (maybe it looks like wooden plates?) so they aren't so prominent. I also made a different pattern for busy roads: The files are: road_busy_babarian and road_normal_babarian You have to rename them befor use. I think we must make some compromises. Otherwise we have to use colors which are completly different (e.g. bluish or violett) Top Quote |
DragonAtma |
Posted at: 2015-01-14, 17:54
Examples? hmm... Try the first six blacklands terrains (Ashes 1&2, Hard Ground 1, 2, 3, and 4). Swamp (greenlands) may also be a problem. Also, I recommend bringing the border back for less-traveled roads; it may seem a bit odd with the border, but without the border, it's sort of blending in with the Meadow terrain that tower is built on. Finally, I think I prefer the previous barbarians busy road type; the log roads look good, plus the barbarians don't have any planks (unless you count the blackwood, which is.... nearly black). Top Quote |
kaputtnik |
Posted at: 2015-01-14, 18:42
Swamp is unpassable Creating such roads took really long time (for me). It would be a great help, if you could test the roads self. To see the roads really while playing is better than just providing screenshots (which could differ in color too). Managing self made roads is easy by usind a different datafolder. To avoid conflicting with the installed files, just copy the data folder (the whole widelandstree with all the subfolders and images) to a different place and start widelands with option
All changes in your new datadir does not affect the installed system. So it is easy to test the new roads while gameplaying. Edit: If needed i could provide the gimp xcf-files too Edited: 2015-01-14, 18:45
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SirVer |
Posted at: 2015-01-14, 20:36
This is how they look at current trunk: Top Quote |
kaputtnik |
Posted at: 2015-01-14, 22:06
Uhhh.... how ugly What a different of 4 pixels make... In my opinion, the roads looks very thick against the buildings, but other wise 10pixel give more flexibility to create new roads. e.g. making normal roads a bit curved. And there is no need to use the full width by adding one or two pixel wide transparent borders. So normal roads could be smaller and busy roads could have greater width. Transparent edges should now be good i think. And: In the atlantean tribe the road flag has a wide "feet" where it stands on, May the other tribes should have such a wide basis too. I have to compile the current trunk and would suggest to debate this topic on launchpad bug, or in a new topic in forum graphics development (and i will fix this terrible issue of very wide images on the homepage... time, give me time) (and the init.lua for the terrains has to be further adjusted ) Edited: 2015-01-14, 22:20
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DragonAtma |
Posted at: 2015-01-15, 00:24
Swamp is usually impassable, but not always. If there was a thin line of swamps (so no spots were entirely surrounded by swamp/water/etc.), you could build over the swamp, for the same reason you can build over the thinnest rivers. Try it out with a game of Wisent Valley as player #5; the swamp southeast of the thin white spire east of you is not crossable, but the swamp east of the spire is, as is the patch just west of the usable rocks. As for the roads, going back to six pixels is probably better (at least for the normal roads; busy roads being wider makes sense for the same reason a highway is wider than a minor street). Hmm... making the roads look good (with borders) may require some special tinkering. Top Quote |
SirVer |
Posted at: 2015-01-15, 07:33
I do not quite get why you need to compile widelands yourself. What system are you on? We have nightlies for basically everything.
that's how I am always feeling too :). Just relax and do one thing at a time. Top Quote |