I would like to know if I have all of the tiles needed to create water. I am looking to create water (non-animated) for my clients that looks like Warcraft II.
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I would like to know if I have all of the tiles needed to create water. I am looking to create water (non-animated) for my clients that looks like Warcraft II.
Hey. HEY!
Who voted that the tiles "arent so great"? I will hunt them down! Actually, just tell me what you don't like about them and I will see if I can make them look good.
That's pretty cool! I like the way that looks. I think you have almost all the gfx for water, but if your 'clients' want the sand as well you'll need more tiles...
the tiles look great but i agree with vuen, you need to have more sand-water and sand-grass combinations.
You should put them in order so that your app can pick them according your adjacent tile selection algoritm
I think you bringed up an interesting topic Behemoth. Civ has good reasons for outside coast lines instead of inside, since every time you bring up terrain types that can be directly connected to water, you the complete set for water to that terrain type, and so you get huge memory overheads.
There's 2 terrain crossover algoritms i've been using in past years:
Tile oriented:
*2*
1N8
*4*
where as terrain of N and each number equality switches on that bit, resulting in 4 bit values (0 to 15)
Node oriented:
each tile is a crossover itself between the nodes of each tile:
12
48
you can pick any of them as N as long as you have corresponding bit's. This will also result in values from 0 to 15, but for crossovers between two terrain types.
You can have a scheme of several crossovers per tile but each will hog up more memory, on the otherhand resulting in better graphics. Permutations grows quickly though so you need to restrict them by allowing only most practical crossovers, the mapeditor/generator can take the performance overheads for this, not the game, if you store the tiles bitmap index for each tile instead of terrain type index.
I'm sorry kedaman. most of that went way over my head. do you have a simplified version?
Well eh, that was probably the "simplified" version ;) which part should i have explained better?
btw, the stars are wildcards :D
I think the whole post got a little bit too mathematic-y for me. :confused:
feel really stupid now.
yeah well, the topic is a bit mathematic-y anyway :p but it's nothing different from what you had suggested earlier, so i thought you had at least some probability calculus in your background.
Hey guys! I'm baa-aack!
Anyways, I made about 20 more water tiles so now there are enough. To Behemoth I utilise a text-based database to store what graphics are where in the bitmap. I have used this method before and it works very well.
I am converting to a grayscale bitmap, only 16 colours. Each colour represents a tile to draw on that colour, so I could have different land, sand, and water for each base picture. I am also implementing an alpha-map, and would be pleased if someone could show me how to use some sort of math routine (*cough* kedaman :)) in order to displace the pixels to make it look like it's rippling. The alpha-map is to show how much of the water and the sand is in one place, so it looks like it smoothly goes into the sea.
Does anybody have something that could do a thing like this? (the math function) I am looking for a simple way to turn a static water texture to an animated texture. If worse goes to worse I will have to load up UnrealED and use their water functions, but thats a LAST RESORT!
Believe it or not I used a paint-like program to make these textures; they're all from scratch, so DONT STEAL! :(
welcome back sas!
hehe, i was about to reinvent the wheel again earlier, when i found that they have done the exact same thing on unlimited realities, and not to mention they have bilinear bitmap resizing, but i don't think you want to run those algos ingame, same goes for alpha blending tiles, and render the animations in bmp's instead.Quote:
Originally posted by Sastraxi
some sort of math routine (*cough* kedaman :)) in order to displace the pixels to make it look like it's rippling.
Kedaman - sorry no calculus background, all self taught. ;)
If you want to offer any advice/tutorials, I'm sure I could find it within me to be graceful about it. :D
Sas - upload what you've done and we can have a look.
hehe, i'm not a tutorial reader myself either, and my advice sometimes is incorrect ( i assure it's very seldom)
yeah sas, give us a preview
I will only post the grayscale colour maps here. Actually, aw heck why don't I upload both? :)
Here we go, there is a link to the zip at the bottom. They are all 24x24 (Wierd resolution, eh?) and can be boosted to 48x48, 72x72, or 96x96 with my.... (drum roll people) dumdumdumdum..... Graphics Enhancer!
Hehe, yes, I know that was cheap. :D Anyways, they are pretty good. At least I thought so, some people didn't share my opinion. Here they are:
PostScript:
I have also added two extra ones, what they look like at 48x48. Unfortunately the tiles "bleed" into one another so the result is screwy.
Also to kedaman yer avatars turned "mouldy" and its just black, and also to you kedaman, i wasnt planning on doing the effects in-game, just adding details to GFX I am doing in the design environment. It's easier to do gfx at 1/2 the original resolution and then blow them up and make little changes. That's what i did with the pic i showed you on ICQ (the knbros.bmp)