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frame Art Developer
Joined: 26 May 2004 Posts: 106 Location: Trondheim, Norway
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Posted: Mon Mar 29, 2010 2:35 am Post subject: Amplio 2 |
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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
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Posted: Mon Mar 29, 2010 4:23 am Post subject: |
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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:
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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
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Posted: Mon Mar 29, 2010 9:15 am Post subject: |
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Really awesome
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frame Art Developer
Joined: 26 May 2004 Posts: 106 Location: Trondheim, Norway
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Posted: Mon Mar 29, 2010 9:29 am Post subject: |
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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
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Posted: Mon Mar 29, 2010 2:16 pm Post subject: |
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That looks really nice (:
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engla
Joined: 11 Apr 2007 Posts: 108
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Posted: Mon Mar 29, 2010 3:50 pm Post subject: |
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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
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Posted: Mon Mar 29, 2010 9:29 pm Post subject: |
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Great work frame! Looking forward to see it all ready.
| 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.
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
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Posted: Tue Mar 30, 2010 7:35 am Post subject: |
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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
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Posted: Tue Mar 30, 2010 8:06 am Post subject: |
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| 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
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Posted: Tue Mar 30, 2010 11:31 am Post subject: |
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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 ?
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
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frame Art Developer
Joined: 26 May 2004 Posts: 106 Location: Trondheim, Norway
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Posted: Sun Jun 06, 2010 12:23 pm Post subject: Update |
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Some new specials:
* Wine
* Buffalo
* Spice
Updated tarball in post #2
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Grendel
Joined: 14 Apr 2009 Posts: 21
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Posted: Sat Jul 24, 2010 8:53 pm Post subject: |
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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
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Posted: Sun Jul 25, 2010 12:42 pm Post subject: |
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| 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.
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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.
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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
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Posted: Sat Jul 31, 2010 12:12 pm Post subject: |
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While on the topic of specials: Compared with the new fish special (which looks really cool IMO) the whale special appears like a dwarf.
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
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