On 05.12.2012 21:04, Lone_Wolf wrote:
> I had no option to 'reply to list' on your message, and thus can only
> submit as a new thread, breaking the existing one.
> This has happened before and appears to be a an intermittent problem
> between sourceforge mailing lists and my isp / mail clients.
> In these cases often other list members could 'reply to list', so i
> decided to answer you directly and hope you can reply to the list.
>
>    
>> On 05.12.2012 11:24, Lone_Wolf wrote:
>>      
>>> On 11.11.2012 Michael Vehrs wrote:
>>>
>>>        
>>>> I have committed a first attempt at improved tile improvement styles. I
>>>> did not notice any regressions, but I certainly did not cover all
>>>> corner
>>>> cases. Further improvements might include folding RiverSection into
>>>> TileImprovementStyle, and extending the new scheme to tile styles. The
>>>> original game used different mountain styles depending on neighbouring
>>>> tiles, which you can see in this screenshot, for example:
>>>> http://images3.wikia.nocookie.net/__cb20110206010522/civilization/images/2/23/Franciso_Coronado.png.
>>>>
>>>> Next, I will try to fix the forest and river problem.
>>>>
>>>>
>>>> Regards
>>>>
>>>> Michael
>>>>
>>>>
>>>>          
>>> Michael,
>>>
>>> I like the way the mountains look now, it makes the map feel much more
>>> realistic.
>>>
>>>        
>> Well, the original colonization mountains look pretty bad, but that
>> doesn't mean that our mountains wouldn't look even better if they took
>> the surrounding tiles into account.
>>
>>      
> I may have worded that wrong, what i meant was i like your changes to the
> way mountains are displayed.
>
>    
>>> The changes you made to rivers on forest make the rivers much clearer
>>> (especially those in the amazon region)and are an improvement, but on
>>> some
>>> terrains there's a weird side effect.
>>>
>>> In some places it looks like the river squares are running on terrain
>>> you
>>> get after the forest is cleared instead of on forest squares.
>>> I had to rightclick the square to be sure it was a forested square.
>>> The terrain picture you get then clearly has trees on it.
>>>
>>> Not all forested river squares have this, wetland forest, mixed forest
>>> and
>>> tropical forest appear to be affected the most.
>>>
>>> Here are 2 screenshots to show what i mean :
>>> https://www.box.com/s/enin0nw1an4s9ef7od19
>>> https://www.box.com/s/2wrub1m2pqy939c4uuuu
>>>
>>> LW
>>>
>>>
>>>        
>> I see what you mean, but I am not sure what to do about it. Do you have
>> any suggestions?
>>
>>
>> Regards
>>
>> Michael
>>
>>      
> I've looked at the icons for terrain and rivers in
> freecol/data/rules/classic/resources/images.
>
> Judging from the look of the forest icons, you used the icon for the
> forest terrain without rivers like wetland.png and cut out the parts used
> by the rivers.
> On the original icons the trees are not spread evenly, and depending on
> which part was cut out there are parts of the new icon with little trees
> left.
> Contrary to what i first thought, practically all terrains have some icons
> with this problem. Wetland forest, tropical forest and mixed forest just
> have more icons with the problem.
> It does look like you used the measurement of major rivers to cut out part
> of the terrain.
>    

Not even that. I just removed the central third of the image.

> Some options to solve this come to mind :
>
> A. 2 separate sets of icons, 1 for minor and 1 for major rivers.
>
> B. adding some trees to the individual icons that have the problems
>
> C. change the color that is shown on the map between the river and the
> forest part to something closer to the forest color then to the underlying
> terrain.
>
> D. overlay the river programmatically on the original forest icons, with a
> small band of non-forest/non-river filling to function as a border between
> river and forest.
> This would remove the need for all the separate icons.
>
> D would be the cleanest/best solution, but likely complicated to code.
> Alas i have no idea whether graphics support in java is good enough to
> achieve that.
>
>
> C seems doable.
> B means lots of work, but does not increase the amount of icons needed.
> A would double the number of icons.
>
> LW
>    

Well, my idea was to wait for new river images, and individual trees, 
and then to construct forest tiles programatically from these elements. 
I'm not sure that solution D would look best, however. A short term 
solution would be to reduce the size of the clearings, and adjust the 
river images if necessary.

Regards

Michael

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