Fake hills

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mdk_813
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Re: Fake hills

#21

Post by mdk_813 »

Lobby wrote:
16 Jul 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

#22

Post by mdk_813 »

mdk_813 wrote:
16 Jul 2017, 23:33
Lobby wrote:
16 Jul 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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Lobby
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Re: Fake hills

#23

Post by Lobby »

Neat :)

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waders
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Re: Fake hills

#24

Post by waders »

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

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Barky
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Re: Fake hills

#25

Post by Barky »

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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mdk_813
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Re: Fake hills

#26

Post by mdk_813 »

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

#27

Post by CommanderABab »

O_o Build a nice hill then rotate the map. ;)

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mdk_813
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Re: Fake hills

#28

Post by mdk_813 »

CommanderABab wrote:
17 Jul 2017, 00:26
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

#29

Post by CommanderABab »

No, the map.

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mdk_813
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Re: Fake hills

#30

Post by mdk_813 »

CommanderABab wrote:
17 Jul 2017, 00:46
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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mdk_813
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Re: Fake hills

#31

Post by mdk_813 »

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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KINGTUT10101
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Re: Fake hills

#32

Post by KINGTUT10101 »

Has anyone else noticed that rotation really messes it up?

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Re: Fake hills

#33

Post by CommanderABab »

Yes

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Bearbear76
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Re: Fake hills

#34

Post by Bearbear76 »

I think he made them

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Brody Craft
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Re: Fake hills

#35

Post by Brody Craft »

Those walls looked weird

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Luigi
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Re: Fake hills

#36

Post by Luigi »

Those are sunken highway walls i think?

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Lobby
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Re: Fake hills

#37

Post by Lobby »

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

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mdk_813
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Re: Fake hills

#38

Post by mdk_813 »

Bearbear65 wrote:
20 Jul 2017, 09:29
I think he made them
That is correct.
They are not finished yet, however, because I'm dissatisfied with the color of the walls. They don't really look like concrete, I think, more like metal. But I'm unsure at the moment how to fix that.

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Re: Fake hills

#39

Post by Lobby »

@mdk_813 maybe it helps to use a yellowish color like our highway bridges :bq

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mdk_813
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Re: Fake hills

#40

Post by mdk_813 »

Thanks, I will try that out :)

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