Topic: terrain dithering, playing with edge.png
kaputtnik![]() Topic Opener |
Posted at:
2025-08-10, 17:33 UTC+2.0
The current implementation of terrain dithering has some flaws, e.g. a terrain get a very pointed tip, and other things. I have adapted the image with is used for the dithering and tried to solve some things. The top image shows the current status, the image at the bottom the same with a modified "edge.png". Compare the images, here is what the numbers mean: 1: Overlapping terrains reduce the visible area of the "underlying" terrain Is this better? ![]() ![]() |
kaputtnik![]() Topic Opener |
Posted at:
2025-08-10, 17:34 UTC+2.0
Here is a zoomed image for comparison: ![]() ![]() |
WorldSavior![]() |
Posted at:
2025-08-10, 17:49 UTC+2.0
I like your change much more. Will it be implemented in the game, or will there be at least an add-on which is multiplayer-compatible? Wanted to save the world, then I got widetracked ![]() ![]() |
kaputtnik![]() Topic Opener |
Posted at:
2025-08-10, 19:03 UTC+2.0
The image is some sort of a widelands internal image and i don't think an add-on can change it. In theory there can be two or more of such dithering images so the edges of terrains can have more variety by applying a randomized dither image. I took a brief look at the corresponding code but i need probably a lot of time to understand it Attached the changed image. If you have the source code or a copy of the data folder1 you can test the image by placing it below "data/world/pics/edge.png"
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Nordfriese![]() |
Posted at:
2025-08-10, 21:16 UTC+2.0
See https://www.widelands.org/forum/topic/5972/ – as of v1.3 a Theme add-on can customise this Personally, I think the new one looks too cartoonish for my liking, TBH. I don't see the problems with the current state as particularly noticeable. ![]() ![]() |
OIPUN![]() |
Posted at:
2025-08-12, 22:17 UTC+2.0
I see it the same way. ![]() ![]() |