View Full Version : Preview: Roads That Don't Go Through Center of Tile


Pounder
Jun 03, 2005, 04:07 PM
http://www.civfanatics.net/uploads9/perroadprev2.gif

Thought I would ask before I continue as this would be a major time comsuming task.

Roads that don't go through the center of the tile. The idea came to me when slozenger suggested greenhouses for some of the irrigation tiles, but the problem with irrigation tiles is the roads go over top of them and would destroy the buildings.

With the roads avoiding the center of the tile, we could place buildings (farm houses, barns, greenhouses, silos, etc...) in the center of irrigation tiles and the roads would go around the outside.

These roads may also look better on the mountain tiles as it looks unnatural for the roads to just go over the peek of the mountains, would be better to go around the mountains.

Other tile types would also benefit.

Thoughts any one?

Pounder
Jun 03, 2005, 04:17 PM
Oh oh, Wrong Forum!

I know what the coming responses are going to be. :sad:

Kyriakos
Jun 03, 2005, 04:19 PM
A pity, you were a very good creator. But now due to this mistake in forum posting you will not escape being shot
:shakehead :sniper:

vbraun
Jun 03, 2005, 05:22 PM
Could you do this for your roads here: http://forums.civfanatics.com/showthread.php?p=2061783#post2061783 ?

zulu9812
Jun 04, 2005, 04:34 AM
Nah, I'll let this one go ;) - I'd quite like to see something come of this

Notech
Jun 04, 2005, 05:29 AM
Yeah, please make them. :goodjob: Roads over buildings looks so strange and stupid.

Kyriakos
Jun 04, 2005, 06:12 AM
I agree, it will be very usefull, although i havent checked what difficulties it will have, with messing with the other graphics. I hope that you continue to mod for civ3 pounder

Yoda Power
Jun 04, 2005, 06:19 AM
Sounds cool, go for it.

mrtn
Jun 04, 2005, 08:25 AM
Interesting idea. :)

I reported the thread, btw, should be moved in a while. ;)

Turner
Jun 04, 2005, 08:43 AM
It'll be moved when I get to it!!!! You people think that I just sit around waiting to move your threads!!!!?????

Oh wait, I already did it...;)

:joke:

Looks good, Pounder. Looking forward to seeing the finished product.

WildWeazel
Jun 04, 2005, 09:09 AM
Looks good to me. :)

Snorken
Jun 04, 2005, 02:15 PM
Interesting.

skam0073
Jun 04, 2005, 02:54 PM
Yes,it's a good idea,go for it.And don't forget to post a preview when you'll finnish.

Neomega
Jun 04, 2005, 08:26 PM
When making a tile set for a hex map, I was shown a technique to be sure you have all the correct tiles:

with roads, you have a lot.

Start with 00000000 (that is eight zeros), and it would be a road in the middle of the tile.

00000001 - 00000008 would rotate to the right, with just one road connection.

after 000000008 would come 00000012 - 000000078, meaning a road pointing out at edges 1 (N corner) and edge 2 (NE edge) to a road pointing out at 7 (W corner) and 8 (NW edge).

In between it would be numbered as follows:

00000012
00000013
00000014
00000015
00000016
00000017
00000018
00000023
00000024
00000025
00000026
00000027
00000028
00000034
00000035
00000036
00000037
00000038
00000045
00000046
00000047
00000048
00000056
00000057
00000058
00000067
00000068
00000078


I have been considering doing some tiles straight from 3d myself... but it is a gawdawful lot of work. Luckily about 40% of them can be rotated 180 degrees.

Don't know if this helps or not. The roads may look a tad strage bunched up at the borders, but it could definitely be an improvement graphically.

Pounder
Jun 05, 2005, 05:13 AM
I have to make considerations for: borders, rivers, the fact that the plains/coast has less land than the grassland/coast, etc.... . Don't want roads going out into the water more than they already do.

I guess with some more work the roads could have a base under them to show ditches or some form of base to show elevation, that way if they crossed over a short piece of water it would look as if they were meant to go across the water. This would also allow the roads to go more to the edge of the tile and have larger area in the middle to show off ranches, vineyards,, green houses and maybe the odd golf course (modern scenario).

It will probably be best to not to go right to the edge, just have an empty area, but not the whole tile. Having an empty area will give all the other tile components the ability to meet the road in their own fashion (if they want to meet the road).

Example would be irrigation tiles may have their own smaller roads incorporated into the irrigation graphics that would run under the roads and would appear to intersect the roads. Another graphics that may want to do the same would be the mine tile, maybe the mine tile could also incorpate small roads from the mine, I have always considered making an open pit mine and have small roads from it.

Maybe on the more heavily roaded tiles have some dead ends, crescents and cul de sacs.

I am probably only going to do this on one roads set, I am trying to pick a road type (maybe I should make a poll). I will probably use the default road type from Firaxis. But I haven't ruled out the lighter roads for winter terrain from Firaxis that came with PTW, they can be found in the extras folder and are actually pretty nice. I would also have to consider some of the other roads that myself and others have made.

WildWeazel
Jun 05, 2005, 12:05 PM
I have always considered making an open pit mine and have small roads from it.
Please do this :)

Abaddon
Jun 10, 2005, 03:24 AM
bounces around.. YEY :)