nicfer wrote:How about using the temperate slope foundations? They would not look that bad and there would be no work on graphics side.
Arrgh! Are you kidding?
Just leave it black as it is. This would look "sexy" - one more step away from the old cartoonish style. Or, if you really need, use a dark grey tone, but - for heaven´s sake - no pattern. Don´t ruin this feature by adding unnecessary or childish extra graphics.
I also like the option of displaying slopes at the edge.
Michael - don't dismiss the option without seeing what it looks like. On that note, if someone is feeling adventurous they could mock up a screenshot of what it would look like with lots of foundations at the edge. Easier to make a judgement call with some reference material
oh - and awesome patch. The original spinoff did the same thing, but I guess my way of implementing it wasn't up to ottd standards, because the developers didn't lift out the idea (thought they did lift out others).
Korenn wrote:I also like the option of displaying slopes at the edge.
Michael - don't dismiss the option without seeing what it looks like. On that note, if someone is feeling adventurous they could mock up a screenshot of what it would look like with lots of foundations at the edge. Easier to make a judgement call with some reference material
oh - and awesome patch. The original spinoff did the same thing, but I guess my way of implementing it wasn't up to ottd standards, because the developers didn't lift out the idea (thought they did lift out others).
I can confirm that that'd look awful. A whole layer of crazy paving would just terrible. If people felt that such a thing was needed, a grey would be perfect but black is easily as good. You can identify the heights by looking at the land that is acutally there.
It's been a long time coming but I love this feature. Brilliant!
That needs no screenshot. I´m sorry, but if you can´t imagine how this would look, you may not be in the best position to judge. Sorry, no insult intended, just from an artist´s point of view.
Other than that, especially for maps with large height differences at the edges, even a simple grey tone could look too "heavy", because what you´ll get would be a massive additional "block" under the terrain.
But without (i.e. black), you´ll get a light, floating surface, as shown in the very first post. It totally convinced me at first sight!
A suggestion then - on my OTTD build, I get the water off the edge of the map. So, where the land is not as sea-level, use the foundations as suggested, but only until it reaches sea-level, at which point... water.
That probably makes no sense at all, but I haven't had my morning coffee yet.
Gremnon wrote:A suggestion then - on my OTTD build, I get the water off the edge of the map. So, where the land is not as sea-level, use the foundations as suggested, but only until it reaches sea-level, at which point... water.
That probably makes no sense at all, but I haven't had my morning coffee yet.
You get the water off the edge because you have activated a grf which does it. Disable it and you will be alright
OpenGFX does have water at the map edges, thats the source of you problems, if (or when? fingers crossed!) this hits trunk i think openGFX will be updated to do something about this...
Zephyris wrote:OpenGFX does have water at the map edges, thats the source of you problems, if (or when? fingers crossed!) this hits trunk i think openGFX will be updated to do something about this...
Just make sure SPR_SHADOW_CELL is black and not water.
I've tried to make OpenTTD draw foundations, but I couldn't get it to work without glitches. For now I'll just leave it black, if someone else could make a fix that draws foundations instead of black, we can decide what looks better. So thanks for the offer Zephyris, but without code to draw them it won't help. You could experiment with a grf that replaces SPR_SHADOW_CELL to see what it looks like though.
Attached diff has the same functionality as the one in the first post, but many IsValidTiles calls have been removed. Instead, GetTileType(invalid_tile) returns MP_VOID instead of asserting.
Last edited by Yexo on 18 Dec 2008 16:38, edited 1 time in total.
I totally love the idea of these free form edges. I *really* hope that those existing problems can besolved reasonably
Regarding foundations or no foundations: It should or at least could IMO be an advanced setting. Personally I find pros and cons for both, as both can look nice. The version as MB posted a mock-up with foundations looks like those slaps of model terrain you might find in any museum dealing with geology or alike. Not bad either. OTOH the version w/o foundations looks nice even though it looks also a bit awkward to be able to look "under" the terrain.
Zephyris wrote:Is "SPR_SHADOW_CELL" the name of the sprite drawn at the map edges? Hopefully it is because that would mean I understand exactly what you mean
It is. According to table/sprites,h it's number 1004