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Topic:   Map Graphics Thread, Part II Format for Better Printing
Fiera
Prince
From Hispania (like Maximus)
Mar 2000
posted April 08, 2001 18:42   Click Here to See the Profile for FieraClick Here to Email Fiera  send a private message to FieraSend a Message to UIN: 92988052 Visit Fiera's Homepage!
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Hi there!

Here's the new thread for Clash of Cuivilizations Map Graphics and graphics art as a whole. To find previous discussions on this issue, go here:
http://www.apolyton.net/forums/Forum21/HTML/000188.html

As a brief update, I'll let you know that I'm currently playing around with new color palettes -the idea is to make them less bright- for the Map Graphics, with the hope of including a new and modfified palette for Demo 5. I will probably bring some new graphics as well, like new Forests and city icons. You can see some of my cities at my homepage and in my "Graphics Demo page": http://www.geocities.com/fiera_com/graphics.html

For the long run, I think that it will be sensible to build a whole new Terrain graphics set.

Fiera
Prince
From Hispania (like Maximus)
Mar 2000
posted April 08, 2001 18:53   Click Here to See the Profile for FieraClick Here to Email Fiera  send a private message to FieraSend a Message to UIN: 92988052 Visit Fiera's Homepage!
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Lord God Jinnai,

here are the replies to your comments on the previous thread:

quote:

I guess it really depends on the unit. For human character units, i'd say go with bright colors for some things, but when using things made from metal or wood, only make the highlights bright.

Aha, sorry, I guess I didn't express myself clear when I said that the units should have bright colors. It's quite clear that the units can't be "just" bright, they need also dark parts, so I think the right concept it's to show the units with a great contrast, as opposed to the terrain graphics, which will have low contrast. That will make the terrain stay as background, and the units "come" to the foreground, which is my original idea.

quote:

For ships, no (although highlights are good). They should still be moderate to contrast with both the shallow and deep sea areas. For modern units, it will depend on what they are. Planes I'd say bright/moderate and tanks and stuff. dark with highlights in moderate colors.

Well, I'd say that ships should be highlighted to be told apart from the sea too, but all those are things that need to be tested.

quote:

Also something you may want to consider is putting differnt layers for some things so that say there is a forest, it might cover a little of the unit in the front part instead of it looking like the unit is more or less floating above the forest. Same thing with cities...its just a thought.

Yes, that's a very interesting idea indeed, but I'm afraid that the different scale between man figures and other objects such as buildings or trees would make things look a bit weird. Rather than hiding in a forest, it would look like the horde unit is walking through a bonsais garden, if you know what I mean.


Edit: damn spelling!

[This message has been edited by Fiera (edited April 08, 2001).]

Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted April 08, 2001 19:59   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson  send a private message to Mark_EversonSend a Message to UIN: 30578681 Visit Mark_Everson's Homepage!
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Thanks Fiera

I've just handed off the code to Eric. Hopefully he'll be able to make more rapid progress than Me!

One
Settler
Denver, CO, USA
Apr 2001
posted April 09, 2001 17:31   Click Here to See the Profile for OneClick Here to Email One  send a private message to One
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This is just a quick introduction. My name is Eric Armstrong, I'm the new graphics and UI coder. I'm a professional Java developer living in Denver Colorado. I'm not sure what else to say at this point other than get ready for my to inundate you with various questions about how things work. If anyone has any specific questions for me, kick them my way. I look forward to working with you all.

Thanks,
One

Richard Bruns
King
NC, USA
Nov 1999
posted April 09, 2001 18:28   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
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Thanks for joining the project, Eric.

I'll bump the Demo 5 Interface thread, which contains our most recent discussions about the interface. We haven't yet considered the interface in detail, and could certainly use some professional input.

Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted April 09, 2001 18:44   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson  send a private message to Mark_EversonSend a Message to UIN: 30578681 Visit Mark_Everson's Homepage!
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Hey One:

Welcome to the Clash Project! Inundate away, we'll enjoy it

I should mention that right now One is working on getting the stuff ready for demo 5. Basically this is for the moment implementing the stuff Fiera and I have been talking about. For simplicity, much of it will be similar to things in demo 4, just to get the #$#%^ thing out the door...

Fiera
Prince
From Hispania (like Maximus)
Mar 2000
posted April 09, 2001 20:29   Click Here to See the Profile for FieraClick Here to Email Fiera  send a private message to FieraSend a Message to UIN: 92988052 Visit Fiera's Homepage!
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Hi, Eric, welcome to Clash!

I've got some new graphics, if the people like it, this will probably mean even more work for you!

Well, the truth is that I've got some radically new stuff. After hours and hours of work, I found out that it was impossible to replace the old palette with a new one without totally modifying the look of the tiles. Thus, I made up a new set of terrain tiles, with the colors that I would like our Map Graphics to have (both the Mountains and Hills tiles are very much like the old ones, but softened and with new colors).

I am generally confident with the final result, however, if you don't like the new terrain, at least tell me if you think that the new colors are better. With those the units and other objects such as cities will always "come" to the foreground at the player's view.

Look at the new demo here:
www.geocities.com/fiera_com/demo.html

It's a large file, sorry if it takes too long to load. Furthermore, I think you need to view it with IE, for Netscape won't load bmp files (I think).

You can see Grassland, Plains, Forest, Hills, Mountains and Ocean there. I think you'll be able to tell which tile is each of them. I've also put some units with their PCs. I took the ship graphic from Bernd Brossing's units. It was the smallest of his units I could find, and yet it's probably too big for the PCs.

Please note that the blue PC is hard to tell from the Ocean square. I think that we should use bright colors for each civ (ie, red, yellow, orange, purple, etc).

For a quick comparison, you can see my previous demos, with the old terrain graphics, here:
www.geocities.com/fiera_com/graphics.html


So now you know how I'd like Clash to look like.
[This message has been edited by Fiera (edited April 09, 2001).]

Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted April 09, 2001 21:00   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson  send a private message to Mark_EversonSend a Message to UIN: 30578681 Visit Mark_Everson's Homepage!
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Hi Fiera:

Thanks for all the hard work you put into this! Although the new terrain demo clearly does make the units stand out better, I at least don't really like the overall impact. The very low contrast within the tiles gives me the impression for the flat land areas that the units are standing on a big pool table with the appropriate colored felt... kind of boring. Personally I like a lot better your units on the old terrain. And I think the contrast was plenty good already. I won't comment further at the moment because I would like to hear what the others think also.

I think the fur forest is cool, although again the contrast on it is a little too low for me. But I'd certainly like to see what a version of that one with the same contrast as the previous tiles looks like.

On the blue PCs having trouble on the water, I think it might work if we just put a black edging around the power circle (PC). I really don't want to tell players they can't be blue if that's their favorite color Anyways we can try something as a temporary fix and see how it works. We may find something better than the PCs that makes the issue unimportant.

Anyway, sorry to be disappointing on your concept... Lets see what the others think!

Richard Bruns
King
NC, USA
Nov 1999
posted April 09, 2001 23:36   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
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I rather like the look of the new tiles. The only problem is that they appear too squarish, leading to a checkerboard look. Is it possible to soften the borders between the tiles?

I have an idea for doing this. Perhaps the tiles don't have to be exact diamonds. We can round the edges and still make a shape that can tesselate the plane. Look here for an example of this idea. I think it does a pretty good job of dealing with the "checkerboard" effect.

Lord God Jinnai
Prince
Arnold, Mo 63010
Sep 1999
posted April 10, 2001 10:23   Click Here to See the Profile for Lord God JinnaiClick Here to Email Lord God Jinnai  send a private message to Lord God JinnaiSend a Message to UIN: 57262757 Visit Lord God Jinnai's Homepage!
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For a first run, much better! I think you should do what Rich suggests as well as make the mountains bigger or hills smaller since the hills currently look larger than the mountains.
hendrr
Settler
Coloma, MI USA
Apr 2001
posted April 10, 2001 11:38   Click Here to See the Profile for hendrrClick Here to Email hendrr  send a private message to hendrr
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This all looks very good compared to the text version. Good job Fiera. Game graphics is baby steps towards the final goal.
One
Settler
Denver, CO, USA
Apr 2001
posted April 10, 2001 17:36   Click Here to See the Profile for OneClick Here to Email One  send a private message to One
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The new tiles look fantastic!!! I'm still trying to wrap my head around how all the various pieces of this project fit together. I haven't had a chance to look at anything yet today, as I am stuck running 600 SQL statements on a single database table, only so I can not convert over 50% of it to a new table. I'm sure none of you want to hear about that though. I don't. Hopefully I'll have some time this evening before my wife gets home.

Keep up the excellent art work!

One

Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted April 10, 2001 21:35   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson  send a private message to Mark_EversonSend a Message to UIN: 30578681 Visit Mark_Everson's Homepage!
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Well, it looks like I'm seriously outvoted Fiera, you have a ringing endorsement to move forward...

Before it gets too far along, you might want to think about how roads and rivers should look.

Richard: Thanks for the demo! It's not really much of a problem to make the tiles irregular. It can easily be made to look not very regular at all with a series of masks with different outlines that extend a little bit beyond the diamond boundary. It's especially easy with low-contrast tiles like Fiera's example. But I think implementing that is an issue for when we are a bit further along...

Richard Bruns
King
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Nov 1999
posted April 10, 2001 21:49   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
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I think that rivers should definitely go on the borders between tiles instead of through them. Most hex-based wargames do this and it works very well. The rivers are small, so they look more realistic and do not obscure the terrain.
Fiera
Prince
From Hispania (like Maximus)
Mar 2000
posted April 10, 2001 22:05   Click Here to See the Profile for FieraClick Here to Email Fiera  send a private message to FieraSend a Message to UIN: 92988052 Visit Fiera's Homepage!
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quote:

Fiera, you have a ringing endorsement to move forward...

Thanks, Mark, I think you'll end up liking this terrain graphics set if we are able to effectively improve it. Please note that I'm not yet 100% satisfied with it either. Furthermore, I think that the demo I managed to build doesn't necesarilly look as a real screenshot made with the separate Gif files for each terrain square would look like.

quote:

The very low contrast within the tiles gives me the impression for the flat land areas that the units are standing on a big pool table with the appropriate colored felt... kind of boring.

I really think that we can blame my demo for producing that "pool table" effect. In fact, I must confess that I thought it looked slightly like a fitted carpet. But, as Richard, LGJ and you Mark have suggested, it would be easy to implement a softening or irregular effect, so I didn't bother too much about that. I may get some demos ready if you want anyway.

LGJ,

quote:

I think you should do what Rich suggests as well as make the mountains bigger or hills smaller since the hills currently look larger than the mountains.

Yes, they do, don't they? Well, I've shrinked the Hills graphic a bit. You can take a look here for a comparison with the old Hills tile:
www.geocities.com/fiera_com/demo.html

Well, thanks everyone for your comments!


PS: Mark, before working on roads and rivers I'd like to know about how they're going to work. Are they both going to give the units extended movement as in Civ2? A weird thing in Civ2 is that rivers didn't link tiles from right to left and from up to down, just in diagonal. Is this going to happen also in Clash? (I hope my questions actually make sense).

Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted April 10, 2001 22:28   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson  send a private message to Mark_EversonSend a Message to UIN: 30578681 Visit Mark_Everson's Homepage!
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Hi Fiera:

Lets wait on rivers... there are many details involved in that choice (FE if a ship steams up a river and the rivers are between tiles, then what tile is it In?) I also need to look up the old posts on the subject so we don't reinvent the wheel, but I may not get the chance for a bit. We can look at the pros and cons when everyone has had a chance to speak, and then decide.

Roads are easier. In the current spec they go from the tile center (where a city would be) and radiate outward towards the center of all 8 adjacent tiles.

If you have more time than I, you can do a search on roads or rivers and see what has gone before in our discussions.

Richard Bruns
King
NC, USA
Nov 1999
posted April 10, 2001 22:32   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
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The hill still looks a bit funny. Instead of one big hill, could you draw a range like you did with the mountains?

There is one thing I'd like to ask you to keep in mind, if possible. In our ecology model, there isn't a unique "forest" terrain. We would like to split the map into geography and vegetation, with different possible combinations, like hills with forest or rolling terrain with desert. Would it be possible to make vegetation something that gets put on top of a basic structure like a hill?

For more information, look in the Ecology Model Thread.

Of course, if it's too time-consuming to do terain this way, let me know and I can rework the model.

Fiera
Prince
From Hispania (like Maximus)
Mar 2000
posted April 11, 2001 09:31   Click Here to See the Profile for FieraClick Here to Email Fiera  send a private message to FieraSend a Message to UIN: 92988052 Visit Fiera's Homepage!
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Richard,

I've read the Ecology Thread. I take it that the Ecology system is not yet at a final stage, but if I'm not wrong, last posts showed a trend towards a simplifying of your Version 2 of the Ecology model, which I think it's a great work, but probably too complex.

It seems that there is an agreement to use a few terrain types and combine them with the appropriate vegetation types. That's a good idea and, to answer to your question, I think it can be easily done on the graphic side, at least for flat types (my Desert, Plains, Grassland and Forest tiles already adjust to this idea). For Hills and Mountains I could try to make similar differences using mainly different colors. I can give a try to this if you agree.

If there's something I've missed about how you planned to implement your Ecology model on the game map, please tell me so. I want to fully understand your model before we speak about making any modifications to it.

But for the record, I'd like to say that I don't mind working on, say, 25 terrain tiles instead of 10, if that makes the game better.

Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted April 11, 2001 13:14   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson  send a private message to Mark_EversonSend a Message to UIN: 30578681 Visit Mark_Everson's Homepage!
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One thought for deforestation was this:

Have one graphic each for:
1. completely forested tile
2. a 'copse' of trees (like 3 toghether)
3. a single tree

Having these three type you can go down gracefully from completely forested (1), to mostly forested (array of 2, missing one copse), to partly forested, to barely at all (one of #3).

I think this basic approach can work with any terrain, just need to give offsets so the trees go in the right place on the hills etc.

Fiera
Prince
From Hispania (like Maximus)
Mar 2000
posted April 12, 2001 23:21   Click Here to See the Profile for FieraClick Here to Email Fiera  send a private message to FieraSend a Message to UIN: 92988052 Visit Fiera's Homepage!
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Hi again!

I've been having some problems and I need help to restore some of my files so I can work again on them. Does any of you have/use Paint Shop Pro 6 or PSP 7?

Lord God Jinnai
Prince
Arnold, Mo 63010
Sep 1999
posted April 13, 2001 14:32   Click Here to See the Profile for Lord God JinnaiClick Here to Email Lord God Jinnai  send a private message to Lord God JinnaiSend a Message to UIN: 57262757 Visit Lord God Jinnai's Homepage!
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Only at school
Fiera
Prince
From Hispania (like Maximus)
Mar 2000
posted April 13, 2001 15:00   Click Here to See the Profile for FieraClick Here to Email Fiera  send a private message to FieraSend a Message to UIN: 92988052 Visit Fiera's Homepage!
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It could help... what I need you to do is to convert some graphic files from PSP format to BMP, which is the only I can currently work with. Shall I mail them to you?

Is there anybody with PSP 6 or 7 at home?

axi
Prince
Athens Greece
Sep 1999
posted April 13, 2001 20:44   Click Here to See the Profile for axiClick Here to Email axi  send a private message to axiSend a Message to UIN: 54413148 Visit axi's Homepage!
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I have PSP5, will it do?

------------------
"In a time of universal deceit, telling the truth is a revolutionary act."
George Orwell

Fiera
Prince
From Hispania (like Maximus)
Mar 2000
posted April 14, 2001 00:17   Click Here to See the Profile for FieraClick Here to Email Fiera  send a private message to FieraSend a Message to UIN: 92988052 Visit Fiera's Homepage!
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Thanks, Axi, but I've managed to restore the files myself and to get a new terrain demo ready.

I've implemented the deforestation idea as Mark explained it over some grassland tiles. I've put there three types of deforested squares, I think you'll easily distinquish them. I like very much the result, in fact I think we may have "accidentally" found a suitable solution to the excessive flatness of my terrain graphics.

Take a look at it here, and tell me how you like it:
www.geocities.com/fiera_com/demo.html

This may be much more difficult to do for Hills and Mountains. At least, I haven't yet been able to make anything that looked even slightly good.


I have some ideas for roads too. Will discuss them later, for I've gotta go to bed now.


[This message has been edited by Fiera (edited April 14, 2001).]

axi
Prince
Athens Greece
Sep 1999
posted April 14, 2001 06:32   Click Here to See the Profile for axiClick Here to Email axi  send a private message to axiSend a Message to UIN: 54413148 Visit axi's Homepage!
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Congratulations! Perfect result! It slightly reminds me of the empty areas in SimCity 3000, where you could plant trees at five different levels of density.

------------------
"In a time of universal deceit, telling the truth is a revolutionary act."
George Orwell

Richard Bruns
King
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Nov 1999
posted April 14, 2001 09:06   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
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The trees look really good. But I'm wondering: why limit it to three tiles? We can show up to fifteen or so different layers of forestation by putting down one tree at a time. We can also show a road cut through the terrain by remiving a swatch of trees where the road is. For a small settlement, we can remove a few trees and replace then with small house graphics. That would look really good.

It looks like this would also work on the plains and desert as well. The fir trees might look a little funny on those tiles, but other types of tree would do great. Could you try this with other plants, like a deciduous tree, a jungle tree, and some kind of desert vegetation? Could you make a taiga/arctic tile in addition to the existing ones? Also, we will eventually need a wetlands graphic, and some wetlands vegetation that works like those trees.

Thanks for the good work!

Fiera
Prince
From Hispania (like Maximus)
Mar 2000
posted April 14, 2001 09:11   Click Here to See the Profile for FieraClick Here to Email Fiera  send a private message to FieraSend a Message to UIN: 92988052 Visit Fiera's Homepage!
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quote:

Originally posted by Richard Bruns on 04-14-2001 09:06 AM
We can also show a road cut through the terrain by remiving a swatch of trees where the road is.

Yes, I already had had that idea, but if we plan to have roads for all 8 directions in which units can move, that's gonna be very difficult to make. I may try to do it but I can't grant that the result won't be messy.

The rest of things you ask sound easy to do. Will try make them as soon as possible!

Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted April 14, 2001 09:21   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson  send a private message to Mark_EversonSend a Message to UIN: 30578681 Visit Mark_Everson's Homepage!
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Hey Fiera:

The new stuff looks good!

On roads being in all 8 directions... Roads Can be in all 8 directions, but for most squares Won't. It won't be like civ where you push 'r' and all possible roads in a square are automatically built. Players will draw the roads they want (or the AI could do it) and only what they want will be built and show up in the graphics. Only a major city would have more than a few major roads going into it. Minor local roads wouldn't be shown. Most squares will just have one major road running through in some direction.

[edit]
Richard, I agree with what you say, and that's the plan I thought I outlined. Fiera, I think, was just doing something easy as a first approximation.
[This message has been edited by Mark_Everson (edited April 14, 2001).]

Fiera
Prince
From Hispania (like Maximus)
Mar 2000
posted April 14, 2001 12:34   Click Here to See the Profile for FieraClick Here to Email Fiera  send a private message to FieraSend a Message to UIN: 92988052 Visit Fiera's Homepage!
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That's great to hear, Mark, 'cause one thing I didn't like about civ2 at all was how roads appeared in the map. It's ugly and I wouldn't like to do it that way for Clash. I was thinking more of a single and thin line, with no "strange" bends. What do you think of it?

Richard,

I am, of course, no ecology expert, but I was thinking that the fir trees would probably go better with Hills or Mountains rather than with Grassland. I'll probably use deciduous trees for Grassland.

Edit: I wasn't able to spell "deciduous".
[This message has been edited by Fiera (edited April 14, 2001).]

Mark_Everson
Clash of Civilizations
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Canton, MI, USA
b.02-15-99
posted April 14, 2001 12:40   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson  send a private message to Mark_EversonSend a Message to UIN: 30578681 Visit Mark_Everson's Homepage!
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Well, I personally was thinking of some bends in the roads just so they have a little more character . And bends in the roads are I think critical for hills and mountains, or they would look odd. But why don't you just try a few different approaches as samples and see what everyone thinks?
Simon Loverix
Chieftain
Tongeren, Belgium
Apr 2001
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Fiera: I'm posting here to let you know I tried to reorganize the ecology model, you might want to take a look at it in the ecology thread.

I'll give you a list of terrain types here:

* Terrain: Basin, Flat, Rolling, Hills, Mountainous
* Climate: Arctic, Sub-Arctic, Cold Temperate, Warm Temperate, Sub-Tropical, Tropical; Ice Cap, Ocean, Sea, Lake
* Vegetation: Wasteland, Desert, Low Cover, High Cover, Light Fores, Forest, Climax Forest

You would need different vegetation graphics only for old (conifer), temperate (decidous), hot (tropical) areas and the water vegetation, although this will most likely only be a few little, green, floating, things.
Do you know Transport Tycoon? Your latest tiles actually reminded me of that game, and there were also three sets of different trees. By the way those graphics are already very good. They look very tangible, in contrast to CivII, where the empires were founded on a moulded pancake . CivI looked better: the terrain was like a spunge that had teeth (mountains).

Can you do something like the three forest tiles with desert-low cover-high cover?

The model still needs to be discussed anyway and will probably be simplified.

Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted April 21, 2001 10:55   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson  send a private message to Mark_EversonSend a Message to UIN: 30578681 Visit Mark_Everson's Homepage!
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Fiera:

I did a quickie thread on the topic of rivers. There was a reasonbly strong concensus for in-square rivers. So in-square is what you need to work on representations for. Rivers can go in the same basic 8 directions from the tile center that roads can, so we could even put in really contorted rivers some day if desired.

Fiera
Prince
From Hispania (like Maximus)
Mar 2000
posted April 21, 2001 22:47   Click Here to See the Profile for FieraClick Here to Email Fiera  send a private message to FieraSend a Message to UIN: 92988052 Visit Fiera's Homepage!
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Hi again, everybody!

I'm sorry, I've been a bit busy lately, but I've managed to put together a deciduous trees demo. They're over a Plains tile, but I can put them over Grassland or whatever you need, as I've made them as separate layers...

I will work on roads now, and then also on rivers now that I know that they'll be in-square...

You can take a look at the demo here:
http://www.geocities.com/fiera_com/demo.html


Simon,

hi, and thanks for your comments!

I started working on these trees before reading your post, however, I think that they might fit in your model.

One thing I need to know: I'm not quite sure about the difference between low-cover and high-cover...
[This message has been edited by Fiera (edited April 21, 2001).]
[This message has been edited by Fiera (edited April 22, 2001).]

Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted April 22, 2001 08:35   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson  send a private message to Mark_EversonSend a Message to UIN: 30578681 Visit Mark_Everson's Homepage!
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Hi Fiera:

The new trees look a little too "pointy". I'm sure that's because of only having a few pixels at the edge to deal with... but getting the trees perfect is a lot lower priority than roads and rivers etc.

I just had an idea. How about showing amount of farmland on a tile using little squares of 'tilled land'. You could fit maybe 25 of them in a tile if it were filled with them. Then you could have a number of fields proportional to agricultural sites. This shouldn't be done anytime soon, but is just an idea that I wanted to see what others thought about.

Richard Bruns
King
NC, USA
Nov 1999
posted April 22, 2001 14:04   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
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That idea can be extended to other things. If each square has 25 tiles, then each tile can have one tree or one farm or one house representing a village or suburb.

Hmmm, with a 40x80 tile, each of the smaller tiles would have to be 8x16 pixels. Fiera, Can you draw a house icon that small?

Or to get really radical, each square could have multiple terrain types. The square could have 8 mini-squares of desert and 17 of plains This would turn a square into an ecological province, for all practical purposes. So we can use all the old ecological province plans that relied on a big batch of squares with fixed borders. Each pro