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Amplio 2
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frame
Art Developer


Joined: 26 May 2004
Posts: 106
Location: Trondheim, Norway

PostPosted: Mon Mar 29, 2010 2:35 am    Post subject: Amplio 2 Reply with quote

I've started working on an update to the Amplio tileset. I wanted to incorporate some of the excellent tiles from Freeland and do a general update on some of the more dated tiles.

Major changes from Amplio:
* New hills
* New mountains
* New desert
* New tundra
* New oasis
* New forest
* New snow + transitions
* New water transitions
* Cleanup of water<->land transitions
* Many new specials

The overall look is meant to be less saturated and easier on the eye than Amplio. I'm also experimenting with larger special icons.

A screenshot of the current work in progress:


A larger screenshot can be viewed here:
http://feathers.os-tr.net/~hogne/amplio2_2.png
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frame
Art Developer


Joined: 26 May 2004
Posts: 106
Location: Trondheim, Norway

PostPosted: Mon Mar 29, 2010 4:23 am    Post subject: Reply with quote

Download:
http://feathers.os-tr.net/~hogne/amplio2_060610.tar.gz

Untar it into your freeciv data directory.

Should work with Freeciv 2.2 and trunk.

Updates:
------------------------------------------------------------
29.03.10:
* Jungle: Sharpened up and flipped

06.06.10:
* New specials: horse, spice, buffalo and wine
* Fixed glitch in swamp tile and removed some stray pixels in terrain1.png


Last edited by frame on Sun Jun 06, 2010 12:35 pm; edited 2 times in total
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Per
Code Developer


Joined: 17 May 2004
Posts: 667
Location: Trondheim, Norway

PostPosted: Mon Mar 29, 2010 9:15 am    Post subject: Reply with quote

Really awesome Very Happy
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frame
Art Developer


Joined: 26 May 2004
Posts: 106
Location: Trondheim, Norway

PostPosted: Mon Mar 29, 2010 9:29 am    Post subject: Reply with quote

Update:

* flipped the jungle as the shadow was in the wrong direction
* Sharpened the jungle as it was way to pale and fuzzy compared to the normal forest

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Munk



Joined: 01 Dec 2008
Posts: 137
Location: The Universe

PostPosted: Mon Mar 29, 2010 2:16 pm    Post subject: Reply with quote

That looks really nice (:
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engla



Joined: 11 Apr 2007
Posts: 108

PostPosted: Mon Mar 29, 2010 3:50 pm    Post subject: Reply with quote

I like the big resources a lot!

This makes me wonder, the code for more advanced Terrains did never enter freeciv? It would allow forested hills, desert on hills etc.
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HanduMan



Joined: 27 Jan 2008
Posts: 362
Location: Finland

PostPosted: Mon Mar 29, 2010 9:29 pm    Post subject: Reply with quote

Great work frame! Looking forward to see it all ready. Approve

engla wrote:

This makes me wonder, the code for more advanced Terrains did never enter freeciv? It would allow forested hills, desert on hills etc.

IMO the code is there, you just need to define them in the ruleset and create supporting sprites in a tileset of your liking. Wink

OK, I admit not knowing exactly what you are referring to with "advanced terrain". Maybe it's more than just new terrain types with different resources?
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Le Bashar



Joined: 22 Dec 2008
Posts: 88
Location: France

PostPosted: Tue Mar 30, 2010 7:35 am    Post subject: Reply with quote

Nice job

But I don't succes to load this tileset ingame : no matter what I do (write -t amplio2 in civ client shorcut), I have always the amplio and the "maplio2" don't appair in the tileset-choice windows in game ? What I missed ?
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engla



Joined: 11 Apr 2007
Posts: 108

PostPosted: Tue Mar 30, 2010 8:06 am    Post subject: Reply with quote

Le Bashar, make sure the amplio2 datafiles folder and amplio2.tilespec file are directly inside the ~/.freeciv/ folder, not with some other folder around them.
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Le Bashar



Joined: 22 Dec 2008
Posts: 88
Location: France

PostPosted: Tue Mar 30, 2010 11:31 am    Post subject: Reply with quote

Yes, my files are at the same place that amplio'one : amplio2.tilespec with all defaut's ones and amplio2 folder near amplio in data directory ? Confused

I haven't error msg, it is just the amplio tileset loaded and nothing else. I can choose the other defaut's tileset, but never a new one. Even if I copy a amplio.tilepsec file and rename it, it don't appear in the choice list.

EDIT : ok, I found, it was only an error of shortcut Embarassed
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frame
Art Developer


Joined: 26 May 2004
Posts: 106
Location: Trondheim, Norway

PostPosted: Sun Jun 06, 2010 12:23 pm    Post subject: Update Reply with quote

Some new specials:
* Wine
* Buffalo
* Spice

Updated tarball in post #2

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Grendel



Joined: 14 Apr 2009
Posts: 21

PostPosted: Sat Jul 24, 2010 8:53 pm    Post subject: Reply with quote

Very nice.

Some comments:

Specials are perhaps a little too large.
The hills do not seem to match the style of the other tiles. They have a very textured/grainy look while the plains and grassland look smooth. I would try to match the color/lighting of the hills to that of plains or grassland too.
Forests look kind of like cabbages :p, and the rivers seems to be hovering over them. I guess the only way to stop this is to go for a less individual look to the forests and jungles.
Mountains and Jungles are great.
Fish graphic could be a little better.

Consider also making forests in autumn colors. That could look very cool. And maybe you could separate deciduous/coniferous.

Looks great. Keep it up.
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frame
Art Developer


Joined: 26 May 2004
Posts: 106
Location: Trondheim, Norway

PostPosted: Sun Jul 25, 2010 12:42 pm    Post subject: Reply with quote

Grendel wrote:

Forests look kind of like cabbages :p, and the rivers seems to be hovering over them. I guess the only way to stop this is to go for a less individual look to the forests and jungles.


The rivers look like they are hovering over the forest because they are. If they are layered under the forest they wouldn't be visible enough. Gameplay trump nice graphics here.

Grendel wrote:

Consider also making forests in autumn colors. That could look very cool. And maybe you could separate deciduous/coniferous.


The forest are from Battle for Wesnoth, which also have autumn colors of the same forest. I don't think it's a good idea to have different graphics for the same type of tile in Amplio, it will only confuse. My aim is for the different tiles to be as clear as possible and also keep the tileset at moderate resource usage. Tilesets like Freeland with magnitude higher amount of tiles can get very slow on modest hardware.
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hima
Moderator


Joined: 26 Jun 2005
Posts: 1134
Location: Seattle, USA

PostPosted: Sat Jul 31, 2010 12:12 pm    Post subject: Reply with quote

While on the topic of specials: Compared with the new fish special (which looks really cool IMO) the whale special appears like a dwarf. Wink

It'd be great if the whale could be made a bit larger. It's psychological thing, I think - the whale is more valuable, therefore it should also be physically larger!
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HanduMan



Joined: 27 Jan 2008
Posts: 362
Location: Finland

PostPosted: Sat Jul 31, 2010 1:48 pm    Post subject: Reply with quote

hima wrote:
While on the topic of specials: Compared with the new fish special (which looks really cool IMO) the whale special appears like a dwarf. Wink

It'd be great if the whale could be made a bit larger. It's psychological thing, I think - the whale is more valuable, therefore it should also be physically larger!

The whale is the same as in the original Amplio, still waiting to be renewed, I believe.

May I most humbly suggest something like this...

The fish is originally frame's big fish that has been shrunk and multplied. The whale I found somewhere in the Njet but failed to document the origin so it might not be advisable to use it as is. So the picture below is just for presenting an idea.



ScreenShot111.jpg
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ScreenShot111.jpg


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