Topic: New roads
kaputtnik![]() Topic Opener |
Posted at:
2015-01-24, 13:08 UTC+1.0
And i thought, its also depended on the time a carrier stoud still (has nothing to do). I sometimes wondering why the road doesn't change although the carrier walks unrestless back and forth
Edited:
2015-01-24, 13:08 UTC+1.0
![]() ![]() |
kaputtnik![]() Topic Opener |
Posted at:
2015-01-24, 13:19 UTC+1.0
Sorry, wrong klick....
Edited:
2015-01-24, 13:20 UTC+1.0
![]() ![]() |
kaputtnik![]() Topic Opener |
Posted at:
2015-01-27, 11:18 UTC+1.0
Here are my finished roads. For each tribe i will make a new post, beginning here with Empire tribe: Patterns:
Using busy roads as houseroads: The roads on different terrain: ![]() ![]() |
kaputtnik![]() Topic Opener |
Posted at:
2015-01-27, 11:30 UTC+1.0
Babarian tribe: Patterns:
Using busy roads as houseroads: The roads on different terrain:
Edited:
2015-01-27, 11:48 UTC+1.0
![]() ![]() |
kaputtnik![]() Topic Opener |
Posted at:
2015-01-27, 11:41 UTC+1.0
Atlantean tribe: Patterns:
Using busy roads as houseroads: The roads on different terrain: ![]() ![]() |
chuckw![]() |
Posted at:
2015-01-27, 14:24 UTC+1.0
Would not the south-east constant serve for a north-west road and similarly for the other directions? I see little people. ![]() ![]() |
chuckw![]() |
Posted at:
2015-01-27, 14:52 UTC+1.0
@kaputtnik - You do have a good eye for these roads. I like all three sets and the empire busy road does look better with the darker pattern IMHO. You have created textures that are both harmonic and yet in most cases have enough contrast with the many terrains as to be distinguishable hopefully even to the color-blind. In that regard, I would ask any readers of the forum who have some color-blindness to please comment on your impressions of this work. This is your golden opportunity to improve your gaming experience with Widelands. I think the use of the flag base (where applicable) at section ends is a good idea, but I would caution against increasing the size of the junction points to any great degree. Many of the building graphics (especially the larger buildings) use virtually every available pixel of area between its surrounding road paths or at least come right up against the roads in some places. I highly approve the use of textures found in each tribe's architecture in the roads. It adds that much more continuity in the scene. Great work! I see little people. ![]() ![]() |
GunChleoc![]() |
Posted at:
2015-01-27, 15:09 UTC+1.0
No, they are not reversible. I guess I'll have to iterate over all existing roads until I find the one where the south-east one is the current flag to be tested. Not very efficient. I'd say we go for normal roads with small buildings and busy roads for the rest and see how it looks. We can always add the more complicated code later. Busy indexing nil values ![]() ![]() |
GunChleoc![]() |
Posted at:
2015-01-27, 15:12 UTC+1.0
For testing for how it looks with color blindness: http://colorfilter.wickline.org/ Busy indexing nil values ![]() ![]() |
chuckw![]() |
Posted at:
2015-01-27, 21:31 UTC+1.0
I'm amenable to that.
That is a great site. I tested this page with its filters and I'm happy to say the roads are distinguishable in all cases. I see little people. ![]() ![]() |