Each type of terrain has an "order", and they are painted in that order.Is the grassland extending beyond its own tiles, or is that the base layer beneath the other terrain types?
I want to stay 2D, and my system allows variation for specific scenarios, or just for variety. But in fact, there is not so many graphics.Instead of having such an obnoxious amount of renders you could try converting the textures to vector graphics.
I suppose you mean the grassland in the south east?Why is one of the hexagons overlapping everything else in that pic in post 59?
Do you know what vector graphics are?Instead of having such an obnoxious amount of renders you could try converting the textures to vector graphics.
Vector graphics are 2D, and are scalable to any size without pixellating. However it would require you to use .eps or .svg files.I want to stay 2D, and my system allows variation for specific scenarios, or just for variety. But in fact, there is not so many graphics.
Even for zoom, you may think they are many, but it's also there to allow "substitution" for different scale, so you can decide to use some graphics more adapted for zoomed out view.
And that's where I'll have to step in and start dabbling.I suppose you mean the grassland in the south east?
Because the grassland are supposed to extend to desert tiles, as that's how I have defined them in the editor. It looks strange because my transition graphics are quite ugly...
I know a bit... I'm fairly new to them, I have DL'd Inkscape somewhere but I haven't had the chance to do much with it yet. Here's hoping to a peaceful July break...Do you know what vector graphics are?
I've only ever used .svg files, like those in wikimedia. What are .eps files?BadKharma said:Vector graphics are 2D, and are scalable to any size without pixellating. However it would require you to use .eps or .svg files.
Oh, but I don't the graphics to be scalable, the purpose of my zoom level with different graphics, is well, to have different graphics.Vector graphics are 2D, and are scalable to any size without pixellating. However it would require you to use .eps or .svg files.
I'm confused... are you using the full alpha channel and filtering out magenta?For the engine, I take any PNG, I can support full alpha transparency (even if with PSP, I only know how to make one colour transparent). Pure magenta will also always be transparent.
I don't know about Adobe Illustrator, can't afford the thing.I wonder how well inkscape works. I use adobe illustrator for making vector graphics and design layouts. The problem with vector graphics is that everything,,,,,,,,every single detail or line has to be individually drawn out. I have some "simple" designs that have over 160 layers because of this. On the plus side vector graphics have much smaller file sizes.
What I meant was what's the difference between those and .svg files.BadKharma said:.eps are encapsulated post script files and a form of vector file that can be opened by most vector graphic programs.
Hmmm... an interesting possibility. Will the amount of zoom leveles be hardcoded or will it be left to the modder's discretion?Well, keeping png files is I think more modder friendly.
And I don't think svg or eps could be used by XNA anyway, I'll have to check.
Oh, but I don't the graphics to be scalable, the purpose of my zoom level with different graphics, is well, to have different graphics.
Like at 256x128, the cities looks like civIII cities (possibly woth more buildings), at 64x32 they use a simplier graphics, and at 16x8, it is just a icon.
Well, -besides Weasel's question- maybe the magenta could be applied in smaller patches... maybe 3x3 pixels if needed.I'm just using Paint Shop Pro. I took some base textures done by Bhiita, and then I used PSP to change size and canvas size, to edit pixels to add the grid and clean the edge, and change the background to magenta.
For the transition graphics, I just draw a kind of mask, then I take the base texture and apply the mask, to get only a small part, and then the spray to add some magenta. The idea was to have some transparent holes, to get kind of "grass patches" extending in the desert, but it doesn't look good the way I did that.
At least, it's enough to check the engine is working, and with nice graphics it should be OK.
Yes. Magenta is always 100% transparent. This way for simple graphics I don't have to put magenta as a specific index, or to remember about transparency.I'm confused... are you using the full alpha channel and filtering out magenta?
It is in a way hardcoded, because it needs to be power of 2.Hmmm... an interesting possibility. Will the amount of zoom leveles be hardcoded or will it be left to the modder's discretion?
How true! That's why I try to design the game around an editor, and don't bother too much with details.Well, -besides Weasel's question- maybe the magenta could be applied in smaller patches... maybe 3x3 pixels if needed.
Of course, you should already know that whatever we do will be outdone by whatever modders you manage to get, so a working standard version is all that we can do.
It is not as bad when you can get student pricing.I don't know about Adobe Illustrator, can't afford the thing.
The main difference is that eps files can be read directly by professional printers to be printed out. eps can still be loaded into a vector program and changes made to the file.What I meant was what's the difference between those and .svg files.
That really defeats the purpose of using png with a true alpha channel. Are you doing that because you need that for the units? Is it possible to have the units set with magenta and png's working normally?Yes. Magenta is always 100% transparent. This way for simple graphics I don't have to put magenta as a specific index, or to remember about transparency.
And then, for all other colors, they can be from 0% to 100% transparent.
How exactly are you doing the graphics? Do they need to be on a sheet like Civ3 were each tile can connect together in different patterns? Or is it simply just a texture?For instance, the game engine allows adding as many terrain types as you want, you just have to make the graphics for it (but each terrain has it's own graphics, you don't need for instance to make grasslsand / desert + grassland / Plain transitions, you just make grassland).
What I need is not perfect graphics, just graphics that work well enough to program the game (I need to "see" it works), and give some example for future modders.
Of course, if the graphics are really good, it will help to get people interested, but they don't have to be perfect.
Moreover, it can (should) be a progressive work. It's better to make some draft graphics, without many variation and details, check everything works well (I know from past experience that sometimes my ideas do not work well and need correction), before commiting more time to improve the textures.
Well, if you use anything else than pure magenta, you can have semi transparency with a real alpha channel. Use (255,0,254) instead of (255,0,255) for instance.That really defeats the purpose of using png with a true alpha channel. Are you doing that because you need that for the units? Is it possible to have the units set with magenta and png's working normally?
None of this . They need to connect together in different patterns, like in Civ, but they are each individual graphics, in different folder.How exactly are you doing the graphics? Do they need to be on a sheet like Civ3 were each tile can connect together in different patterns? Or is it simply just a texture?
Well, if you use anything else than pure magenta, you can have semi transparency with a real alpha channel. Use (255,0,254) instead of (255,0,255) for instance.