Latest Posts

Topic: impassable water

kaputtnik
Avatar
Topic Opener
Joined: 2013-02-18, 20:48
Posts: 2433
OS: Archlinux
Version: current master
Ranking
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:

sandbank.jpg

It's animated (don't worry about the wrong direction of rolling waves, in game they roll like the water) : sandbank.jpg

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

Fight simulator for Widelands:
https://wide-fighter.netlify.app/

Top Quote
einstein13
Avatar
Joined: 2013-07-29, 00:01
Posts: 1118
Ranking
One Elder of Players
Location: Poland
Posted at: 2015-09-30, 22:23

I really like it face-smile.png It is like coral and other shallow face-smile.png 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
Avatar
Joined: 2014-09-15, 18:35
Posts: 1668
Ranking
One Elder of Players
Posted at: 2015-10-01, 00:27

yeah, nice one


Top Quote
GunChleoc
Avatar
Joined: 2013-10-07, 15:56
Posts: 3324
Ranking
One Elder of Players
Location: RenderedRect
Posted at: 2015-10-01, 07:39

+1 face-smile.png


Busy indexing nil values

Top Quote
fraang

Joined: 2010-02-15, 13:13
Posts: 239
Ranking
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:

sandbank.jpg

It's animated (don't worry about the wrong direction of rolling waves, in game they roll like the water) : sandbank.jpg

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! face-grin.png


Top Quote
kaputtnik
Avatar
Topic Opener
Joined: 2013-02-18, 20:48
Posts: 2433
OS: Archlinux
Version: current master
Ranking
One Elder of Players
Location: Germany
Posted at: 2015-10-02, 18:21

Thanks for your answers and i am glad you like it face-smile.png

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.


Fight simulator for Widelands:
https://wide-fighter.netlify.app/

Top Quote
king_of_nowhere
Avatar
Joined: 2014-09-15, 18:35
Posts: 1668
Ranking
One Elder of Players
Posted at: 2015-10-02, 18:48

kaputtnik wrote:

Thanks for your answers and i am glad you like it face-smile.png

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
Avatar
Joined: 2013-07-29, 00:01
Posts: 1118
Ranking
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
Avatar
Topic Opener
Joined: 2013-02-18, 20:48
Posts: 2433
OS: Archlinux
Version: current master
Ranking
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 face-smile.png

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.


Fight simulator for Widelands:
https://wide-fighter.netlify.app/

Top Quote
king_of_nowhere
Avatar
Joined: 2014-09-15, 18:35
Posts: 1668
Ranking
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