Topic: Attempting lava-stone1 and lava-stone2; plus some ideas
Astuur Topic Opener |
Posted at: 2011-10-25, 13:32
Starting out from our current lava set of tiles in blackland (lava, lava-stone1 and lava-stone2)
I think this functional division is a useful one. Lava tiles:I failed to come up with anything better than what we have. Lava-stone1: When trying to show a flow of lava, some things seemed important to me from the visual aspect:
I found some of it could be done to some extent by multiple layers using alpha channel transparency. lava-stone2You can also see them above. It's the terrain with the firery cracks About animationFlowing lava would be the first terrain that shows a direction when moving on the map. Having that would allow timed low frequency incidents (like a geysir, a vulcano eruption, a landslide) In the end all this is a question of how much work the coders (or one of them) like to invest in things that are pure eye candy. Since only they will be able to estimate this, I will leave this question open. Edited: 2011-10-25, 16:53
Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |
chuckw |
Posted at: 2011-10-25, 15:49
@Astuur I like what you are attempting and your results so far. I agree there is little we might do to improve on the Lava terrain as such given the current functionality within the game engine. We might consider introducing events like geysers, "lava bombs", etc. as animated immovables versus terrain. The challenges of timing and loop duration remains, however, and anything larger than one tile would require careful placement by the map-maker to avoid impacts with roads and buildings. Your Lava-stone1 is BEAUTIFUL! and I think you have done a masterful job achieving a very credible effect of flowing lava with it, but I agree the problem of direction and orientation remain prohibitive obstacles to its use currently. Your Lava-stone2 looks great, too, and I would not oppose adding it to the game immediately as it stands. All in all, I feel you have made a strong case for some code development to increase the terrain-type limit for worlds and support scripting for animated terrain and immovables, both of which are enhancements I would welcome heartily. I see little people. Top Quote |
Astuur Topic Opener |
Posted at: 2011-10-25, 17:08
Thank you , Chuck - always happy when I can contribute something that others like One more thing: Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |
Shevonar |
Posted at: 2011-10-25, 17:36
Hey Astuur! I have to agree with chuck. I really like what I see Just recently I looked into the renderer code because of the still existing OpenGL problems and I found unused code that allows to "Draw things on the triangle (nothing to draw yet)" according to the comment. I think this code can be used to realize your lava bombs or chucks geysers. Basically an immovable that is not drawn on a node but on a triangle. However I don't want to promise to much here. I'll address your idea on the WiHack (to discuss about it). I haven't yet decided what area of widelands I'll concentrate on, but I'm interested in the appearance of the game at the moment (fixed lots of window bugs etc.). I don't know how active the (openGL) renderer developers are, but i might work on thas as well. So there is at least one coder who supports your ideas Though I cannot say for sure that I will have much time in the future (this semester might get stressful). Top Quote |
chuckw |
Posted at: 2011-10-25, 17:58
@Astuur - Thanks for the lava-stone2 pngs and the "fishing tip". @Shevonar - Thanks for your post and your support, even if it is only "moral support". You give hope that at least some of the functionality we are seeking may become reality in the not-so-distant future. Drawing on the triangle I think would actually be preferred in this case. I appreciate, understand and sympathize with the demands that a RL can have on a Widelands developer. From that, none of us is excluded, but I would add that all are excused. I see little people. Top Quote |
Astuur Topic Opener |
Posted at: 2011-10-25, 18:12
Great news, Shevonar! Top priority on my wishlist would be this:
Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |
SirVer |
Posted at: 2011-10-25, 19:06
I thing this is code from Erik (sigra). He wanted at one time to move all immovables onto the triangles and prepared some code to do this. resistance from other coders (mainly because there was much interest to KEEP the immovables on the fields) and lack of time made him stop. I'd say adding immovables onto triangles is not a bad or unusuable concept at all, but it must fit neatly into the current game concept. I am very much for discussing this on the wihack. Top Quote |
chuckw |
Posted at: 2011-10-25, 19:57
Astuur's new Lava-stone2 terrain for the blackland world has been added to the trunk in r#6041. I see little people. Top Quote |