Fake hills

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mdk_813
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Re: Fake hills

#21

Post by mdk_813 » Sun Jul 16, 2017 23:01

I understand that Lobby wanted to showcase the area-tool option here, however, I think the line-tool or a set of puzzle pieces would be better suited for the purpose of making fake hills.
The reason is that it would allow you to still build something on that "hill", because only the space of the hillsides would be occupied and not the tops. Also I would indeed use "draw ground" so that the pngs only need to include the actual hillsides and not a ground texture that could be noticable.
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Re: Fake hills

#22

Post by Lobby » Sun Jul 16, 2017 23:19

Interesting idea, that would be a real fake. Rotating would be a problem though.
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mdk_813
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Re: Fake hills

#23

Post by mdk_813 » Sun Jul 16, 2017 23:33

Lobby wrote:
Sun Jul 16, 2017 23:19
Interesting idea, that would be a real fake. Rotating would be a problem though.
No, not really, for puzzle pieces you would just need 4 frames for every piece. (4 Straights, 4 inner corners, 4 outer corners, maybe 4 endpieces). Look at my seawalls, they are done exactly like that. Basically they are fake hillsides giving the impression of 3D that happen to look like walls. And it works on land just as good as on water. The problem is to make the fake 3D convincing, but thats doable too.
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mdk_813
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Re: Fake hills

#24

Post by mdk_813 » Sun Jul 16, 2017 23:51

mdk_813 wrote:
Sun Jul 16, 2017 23:33
Lobby wrote:
Sun Jul 16, 2017 23:19
Interesting idea, that would be a real fake. Rotating would be a problem though.
No, not really, for puzzle pieces you would just need 4 frames for every piece. (4 Straights, 4 inner corners, 4 outer corners, maybe 4 endpieces). Look at my seawalls, they are done exactly like that. Basically they are fake hillsides giving the impression of 3D that happen to look like walls. And it works on land just as good as on water. The problem is to make the fake 3D convincing, but thats doable too.
Look at this:
It is an unfished set of sunken highway walls.
It is just the same principle as fake hills, only the design would need to be different. (But you already have all the necessary designs up there. You would only need to erase the ground textures to make them blend in better) And rotation works fine, too. The only problem is that the distances between the different levels can differ (compare the distances of the second level to the lower levels in both pictures) this is caused by the fact that the designs need to be located at the respective borders of the 1x1 tile so that they can align with roads at the bottom of the walls. But I can live with that.
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SHW_wall_example1.png
SHW_wall_example2.png
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Re: Fake hills

#25

Post by Lobby » Sun Jul 16, 2017 23:59

Neat :)
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Re: Fake hills

#26

Post by waders » Mon Jul 17, 2017 0:03

I like this idea with these hills. Cool to add hills to the game
:bc
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Re: Fake hills

#27

Post by Barky » Mon Jul 17, 2017 0:12

Just because you think it's a good idea doesn't mean it should be added to main game. I think it's fine as a plug-in especially since it doesn't work like it should (as in placing buildings ect)

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Re: Fake hills

#28

Post by mdk_813 » Mon Jul 17, 2017 0:21

Wait, I see a problem with making it a line-tool option that I did not think about before:
If you just draw a straight line, how would the game know which side of a hill you want? The near side or the far side of the hill?
With the fences the line-tool works, because they always look the same, no matter if you see the inside of a fence or the outside...
So, if you want the ablity to build on top of the hills, that only leaves a set of puzzle pieces, and I don't think they are really mass compatible enough to be a regular part of the game...
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Re: Fake hills

#29

Post by CommanderABab » Mon Jul 17, 2017 0:26

O_o Build a nice hill then rotate the map. ;)
777!777Currently using alpha 777. 777 What's new? :)
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Re: Fake hills

#30

Post by mdk_813 » Mon Jul 17, 2017 0:38

CommanderABab wrote:
Mon Jul 17, 2017 0:26
O_o Build a nice hill then rotate the msp. ;)
You mean, build a nice hill then rotate the phone ;)
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Re: Fake hills

#31

Post by CommanderABab » Mon Jul 17, 2017 0:46

No, the map.
777!777Currently using alpha 777. 777 What's new? :)
online maps!!
:)

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mdk_813
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Re: Fake hills

#32

Post by mdk_813 » Mon Jul 17, 2017 1:03

CommanderABab wrote:
Mon Jul 17, 2017 0:46
No, the map.
Sorry, it was a joke.
...
Just rotating the map would not be enough.
Lets say you draw some hillsides, just some straight lines to make a ridge or something. Maybe you want the area behind that hillside to appear higher than the area infront, maybe you want the area behind to appear lower than the one infront. How would the game know the difference? It would not.
It maybe could work if you "fence in" an area with the line tool, like making a closed square and the outsides of that square would always be the outsides of a hill. But that would restrict you to making complete hills. Holes would not be possible and neither would be simple straight ridges.
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Re: Fake hills

#33

Post by mdk_813 » Mon Jul 17, 2017 1:20

See here:
The arrangement of walls gives the impression of three different levels: The regular level as well as a higher and a lower level.
I don't think this would be possible with one single line-tool.
But maybe it could work with two line tools, one that shows outside walls and one that shows inside walls. In the 16-frame-png the order of frames would have to be changed accordingly.
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SHW_wall_example3.png
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Re: Fake hills

#34

Post by KINGTUT10101 » Thu Jul 20, 2017 3:44

Has anyone else noticed that rotation really messes it up?

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Re: Fake hills

#35

Post by CommanderABab » Thu Jul 20, 2017 6:48

Yes
777!777Currently using alpha 777. 777 What's new? :)
online maps!!
:)

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Re: Fake hills

#36

Post by danekbel » Thu Jul 20, 2017 8:58

mdk_813 wrote:
Mon Jul 17, 2017 1:20
See here:
The arrangement of walls gives the impression of three different levels: The regular level as well as a higher and a lower level.
I don't think this would be possible with one single line-tool.
But maybe it could work with two line tools, one that shows outside walls and one that shows inside walls. In the 16-frame-png the order of frames would have to be changed accordingly.
Where did you get those walls?
some text.

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Re: Fake hills

#37

Post by Ølsken » Thu Jul 20, 2017 9:29

I think he made them
ImageJust my opinion

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Re: Fake hills

#38

Post by Brody Craft » Thu Jul 20, 2017 9:31

Those walls looked weird
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Re: Fake hills

#39

Post by Luigi » Thu Jul 20, 2017 13:18

Those are sunken highway walls i think?
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Re: Fake hills

#40

Post by Lobby » Thu Jul 20, 2017 14:47

I added something about copyright in the first post. Feel free to use it however you want to.
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