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 ------------------------------------------------------------------------------ LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d _______________________________________________ Freecol-developers mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/freecol-developers
