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(Moderators:
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Honeycomb wall masks
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Topic: Honeycomb wall masks (Read 1136 times)
smacky
Administrator
Karma: +114/-92
Posts: 5221
Honeycomb wall masks
«
on:
May 03, 2008, 03:46:35 pm »
High quality honeycomb wall masks. These are double-height images to cover an entire wall face (so they are not drawn when you're north or west of the wall, so your view is not obscured). We need 131, 141, and 151 images with 2-4 variants of each. Colours and size and basic style should fit with these superb images (not yet on sf):
It's difficult/impossible to make a hex pattern tile properly, so we'll cheat a bit.
Each mask only needs a few hexes detailed on it. Otherwise it just needs to be appropriately coloured/a bit blurred. This way we give the impression of a continuous honeycomb wall surface without the problem of tiling a hex pattern.
Google 'honeycomb' for many good images. To add a bit of interest/differentiation/atmosphere some cells should be waxed over, some should be leaking honey, and so on, as here:
http://www.anonymousopinion.com/media/honeycomb1.jpg
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Unislash
Administrator
Karma: +24/-4
Posts: 2309
Re: Honeycomb wall masks
«
Reply #1 on:
May 03, 2008, 07:41:46 pm »
I see you got my upload package
. Good stuff in there eh?
If i have time, i'll definitely give it a shot. Although i think grunt may be able to do this better...
Cheers,
Unislash
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LordGrunt
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Karma: +7/-1
Posts: 289
Re: Honeycomb wall masks
«
Reply #2 on:
May 03, 2008, 09:25:23 pm »
what i see there, these are very nice graphics of honeycomb. but.. objects to be put on floor, right? do we have actual walls/floors?
making hexagon walls shouldnt be much of a problem, problem is to make them looking good in game
Quote
It's difficult/impossible to make a hex pattern tile properly
no, its not
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Unislash
Administrator
Karma: +24/-4
Posts: 2309
Re: Honeycomb wall masks
«
Reply #3 on:
May 03, 2008, 10:54:59 pm »
Right. These objects are supposed to be on the ground. What we need is walls that fit with these objects. I'd think that the wall hexes should be smaller than these--but not too small. The wall patterns should probably take up half the area as the bigger, object patterns.
We have walls and floors, but they don't look very... well, they aren't as good. Planes and i tried before we had these to base them off of...
Cheers,
Unislash
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smacky
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Karma: +114/-92
Posts: 5221
Re: Honeycomb wall masks
«
Reply #4 on:
May 03, 2008, 11:22:24 pm »
The floor:
The walls:
The main problem with walls is they should double up (the current ones don't) so obviously the top is identical to the bottom (also there is a two pixel overlap which makes it a little trickier still). So this is why I suggested making full-length wall masks instead.
I think it will work best if we have the actual cell pictures on wmasks and just basic honey-coloured walls (not one flat colour of course, but no detail).
Similarly for floors although I think it will look odd to have cells on the floor too. Just honey-coloured floors and then fmasks for whatever honey-related detail you dream up.
Then with those honeycomb scenery bits scattered around so it's not just floor - right angle - wall, it should look quite cool.
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wawoolard
Orc warlord
Karma: +1/-2
Posts: 101
Re: Honeycomb wall masks
«
Reply #5 on:
May 14, 2008, 03:06:37 pm »
what if we made the walls a little thinner to see the charcter alot more in a dungen or to make it look like there is alot more room in the dungen then there really is?
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smacky
Administrator
Karma: +114/-92
Posts: 5221
Re: Honeycomb wall masks
«
Reply #6 on:
May 14, 2008, 07:01:49 pm »
That wouldn't really work. A wall, however 'thin' the image blocks the entire square it is on.
AIUI this is eventually going to change (new map protocol for smooth movement, etc) so for example, the square with a 151 wall (sits on the southern edge) will be enterable from north, east, and west, but not south (which would likely amusingly break any maps which rely on a wall fully blocking the square
).
But this is me adding 1 + 1 from the occasional comment I've senn on IRC then filling in 2 of my own to come up with 4.
IOW, don't believe everything I write.
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Anchakor
Multi-headed dragon
Karma: +13/-8
Posts: 653
Re: Honeycomb wall masks
«
Reply #7 on:
May 15, 2008, 12:39:33 pm »
Quote from: smacky on May 14, 2008, 07:01:49 pm
AIUI this is eventually going to change (new map protocol for smooth movement, etc) so for example, the square with a 151 wall (sits on the southern edge) will be enterable from north, east, and west, but not south (which would likely amusingly break any maps which rely on a wall fully blocking the square
).
WTF?
Someone elaborate, please...
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ThePlaneskeeper
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Karma: +45/-23
Posts: 1223
Re: Honeycomb wall masks
«
Reply #8 on:
August 16, 2008, 06:36:18 pm »
this is done, but i won't post screen shots of what i've done, you'll have to wait to see it in game.
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smacky
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Karma: +114/-92
Posts: 5221
Re: Honeycomb wall masks
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Reply #9 on:
August 17, 2008, 01:11:19 am »
These look great ingame, TPK.
A few nice wmasks for wax- covered/honey-filled cells and maybe some similar fmasks...
It's also shown one or two slight problems with some of the existing honeycomb-scenery images: a few are a pixel or two too big and poke through the wall.
Also, you images are much redder than the scenery. Although I personally prefer the scenery colour scheme, I'm not too bothered which we go with, but I do think they colours should be more alike.
Also, although it makes no difference I can see, your floor (and the original) is 48x24, while the client expects 48x23.
But overall,
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