Tschokky Posted July 13, 2014 Author Posted July 13, 2014 Update! - rivers brightened - bridge bit darkened - waterfalls filled with rock I'm not convinced about the road darkening though, I think's they're a nice contrast to the ugly ground. Your opinions, suggestions, please! (even about beaches, if you don't like them, it's now or never to change them)
Chimas Posted July 13, 2014 Posted July 13, 2014 Rivers Well, I've asked for a change so, I'm satisfied with the rivers. If you wanna make another lighter sample, go ahead. Not because it's necessary, it's just lack of notion for fine tuning now. Roads I think it's ok the way it is, to make a contrast. In this case, if you loose the contrast, things might get boring (monotony comes from "mono tone"?). Because the water now is not blue "we" have reduced the contrast a lot, just check river+ground+water. And I think it's ok for a barren scenario resembling a lunar surface or some absence of light. Beaches I would ask if you could make one horizontal beach tile with vehicle tracks coming out of water, so we can use it for hovercraft deployment, that would be good. We would probably complement with the road tile in the upper cell. Just an idea, see if it works. Ground The ground is not ugly ... rsssrsrsrs \edit I saw something now: my monitor is a 22' screen. It gets more colors and brightness in the middle of the vertical axis. Usually is not noticeable, but it was barely noticeable with this tileset. So, check if you're evaluating in both cases of your monitor (center and extremes), if that would be the case.
Karpet Posted July 14, 2014 Posted July 14, 2014 Very nice, I'm liking it very much. Seems like a radioactive wasteland type of thing. Now I see why infantry don't want to swim..
Tschokky Posted July 14, 2014 Author Posted July 14, 2014 For your excellent feedback, I've designed some extra sludge cliff joints for you.
Tschokky Posted July 15, 2014 Author Posted July 15, 2014 All templates done! Stand by for testing temperat.mix.... may take a while
Jacko Posted July 15, 2014 Posted July 15, 2014 ooh. Have we got any shots of ore and gems on this terrain?
Kilkakon Posted July 16, 2014 Posted July 16, 2014 I'm liking this. I would only do maybe 1-2 things differently if it was me
FekLeyrTarg Posted July 16, 2014 Posted July 16, 2014 I must say that this really looks awesome. Have you considered contacting the teams behind "Dawn of the Tiberian Age" and OpenRA if they're interested in using your tileset?
Tschokky Posted July 16, 2014 Author Posted July 16, 2014 Kilkakon, tell me your suggestions, I can still change the tileset, but bot for long!
Kilkakon Posted July 16, 2014 Posted July 16, 2014 Personally, I think the shores should be smoothed out, rather than hard edges, so it's closer to the original game. That's a matter of taste though. It still looks decent as-is. Oh! And your roads have a one pixel gap at the southern side of the bridge and shallows.
Tschokky Posted July 18, 2014 Author Posted July 18, 2014 The tileset is almost complete. I only have to recolor water bound stuff, and then I'll attach the first release.
Tschokky Posted July 18, 2014 Author Posted July 18, 2014 And here it is! Some minor issues are to be solved, however (like adding some water color cycling, correcting shores, etc). Water stuff recoloring didn't work, but boats still look decent.
Kilkakon Posted July 19, 2014 Posted July 19, 2014 This is really starting to grow on me man I'm quite impressed! I'm like I HAVE TO FIND A USE FOR THESE SOMEWHERE but then I'm like Nooo scope creep is bad haha~~
Chimas Posted July 19, 2014 Posted July 19, 2014 There's an inconvenient pattern in the water. It must look like random. Couldn't you apply a HUE change in the current blue water tile? Anyway, I really liked this, I'm gonna search for a fan mission about some kind of wasteland.
Jacko Posted July 19, 2014 Posted July 19, 2014 you could convert the allied (I think it's in Counterstrike) mission 'Wasteland'
Nyerguds Posted July 19, 2014 Posted July 19, 2014 Water colour cycling can never work unless you change the colour palettes... and that's a giant mess with far-reaching consequences.
Tschokky Posted July 19, 2014 Author Posted July 19, 2014 Nyerguds: oh yeah I already changed the palette by the time I made the playtesting screenshots but I haven't seen any glitches. So far.
Tschokky Posted July 20, 2014 Author Posted July 20, 2014 The disturbing water pattern was actually a mapping issue. Added ICE01-05 as well.
AchromicWhite Posted July 20, 2014 Posted July 20, 2014 I could wag my tongue around and come up with some poetic way of telling you how great this is, but all I really need to say is A-MAZ-ING! -Liam
Nyerguds Posted July 20, 2014 Posted July 20, 2014 Nyerguds: oh yeah I already changed the palette by the time I made the playtesting screenshots but I haven't seen any glitches. So far. The problems are filters. Shadows, movement flashes, map shroud edges. You better test these out to see how they look on the modified water. They WILL act odd.
Tschokky Posted July 21, 2014 Author Posted July 21, 2014 Your predictions were correct. Movement flash is ok, but cloaked subs/shadows blend into the water. Thank you for calling my attention to that. Fear not for I will find a solution shortly.
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