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Topic: New roads

kaputtnik
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Joined: 2013-02-18, 20:48
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Posted at: 2015-01-21, 18:36

Yes, i thought about such a thing too. Is it possible to set the road-type in the corresponding conf-file for each building?


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chuckw
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Posted at: 2015-01-21, 18:46

kaputtnik wrote:

Yes, i thought about such a thing too. Is it possible to set the road-type in the corresponding conf-file for each building?

Not yet, that I am aware of.


I see little people.

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GunChleoc
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Posted at: 2015-01-21, 20:26

No, not possible. It is hard coded in C++. We would have to use mock-ups for now to see how it looks.


Busy indexing nil values

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kaputtnik
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Posted at: 2015-01-22, 10:59

SirVer wrote:

@sirver: could this "shadow" be elimanted?

Not sure. I cannot reproduce this shadow. I believe it is a sampling problem that comes back to numerical instability - I tried fixing this in r7362. Could you check if the problem is gone?

I am now on r7363 but this shadow is still there:

failure 2

But i found a solution for that... i just make the pattern 12 pixels instead of 10 pixel:

failure solution


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kaputtnik
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Posted at: 2015-01-22, 11:37

Using busy roads as roads to buildings:

busy buildings roads

It looks not as bad as i thought face-smile.png


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chuckw
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Posted at: 2015-01-22, 15:17

The mock up above demonstrates using busy roads for the building approaches may just work, but I would like to see how the game engine would render them before making a decision.


I see little people.

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kaputtnik
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Posted at: 2015-01-22, 16:08

Another try for roads fo Babarian:

babarian roads

The patterns:

Normal road little waved, with some pebbles, Depending on terrain the pebbles are brighter or nearly not to see.

babarian normal

The busy road is colored similar to some greater buildings (like the donjon). So they fit to the colorsheme of Babarians buildings.

babarian busy


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chuckw
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Posted at: 2015-01-22, 17:08

I like them. The pebbles help to distinguish the road over some of the mountain terrain as shown in the top-center of your screenshot. Where the terrain is lighter, the darker portion of the road is evident. I think the pattern you show for the busy roads works well here, too.


I see little people.

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GunChleoc
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Posted at: 2015-01-23, 10:03

chuckw wrote:

The mock up above demonstrates using busy roads for the building approaches may just work, but I would like to see how the game engine would render them before making a decision.

You can use this branch to render buildings with busy roads attached to them.


Busy indexing nil values

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kaputtnik
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Posted at: 2015-01-23, 14:49

Thanks GunChleoc....

Here are screens about Atlantean roads. The normal road is most complicated, so i've made more patterns but in the end i think the last one will do it.

normal atlanatean 1

The road have some thickenings. If a carrier has nothing to dol, he/she will allways stand on one of this thickenings.

Here is a more "nervous" variant:

normal atlanatean 2

For the busy roads i add a color which is related to the atlantean headquarter (the turquoise roof[?]). I added this color to normal roads too:

normal/busy atlanatean

If you like the "nervous" normal road more than the concave one, i could also add the turquoise border there.

The patterns:

normal road

busy road


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