Go on :3
I… CAN’T… DECIDE!
I updated my original layout before I decided to try Flame’s variant on my metal wall… problem is, they’ve both turned out reasonably good i feel. I’ve been looking at 'em for too long now and i can’t objectively compare them any more…
…If people want to tell me which features they prefer on each that would be immensely helpful.
There are differents metal walls in game? If so…use both, changing colors to one of them. 8D
Recycle! \o\
If only… I don’t think the game has multiple types of any tile, let alone metal walls :-/
Both look a OK! First one is much sleeker, but the second has the advantage of “roof” detail giving more depth to cheat the human eye.
In either case the black spots look a bit off, perhaps lose them and add some random dirt, in stead, to break their dimensional regularity…
squinting hard,
eai
The on the right looks best to me.
[size=8pt]Ice-o-metric presents… ‘Advanced Edge-finding requirements for Psuedo-Isometrism!’
Or…[/size] [size=14pt]‘Oops, missed a spot!’[/size]
Click here to reveal a short story example
[spoiler]A Player character, lets call her Goggles McBoggle, is setting up a new safehaven. She finds a room in a house she likes, in an area she’s mostly cleared… The walls are just drywall, but it has a proper bed with bookcases, there are two doors she can leave through to the west and the east, and only one window she can be spotted through, to the north.
She unpacks. Sets up a shotgun trap by the north window just in case and goes to sleep. What she meant to do and forgot was close the blinds on the window. During the night, a tough zombie to the north sees her, and smashes it’s way in through the window. It slices itself up coming through the broken window, and is then splattered all over the wall when it steps on the shotgun trap.
The shotgun traps has had it’s duel purpose, taking out the intruder and waking up Goggles. She sighs, dismantles one of the bookcases and barracades the window. What she doesn’t realise, is that the noise has brought attention from the South… Drawn by the noise, and not caring that there isn’t a door or window to politely enter from… is a Zombie Hulk.
There is one ominous thump from the south, before The Zombie Hulk tears a zombie hulk shaped hole through the wall as if it were made of paper. What follows is truly an epic battle… we know it is epic because it features many narrow dodges, a close combat between an unarmed individual and a swordsman, shooting enemies in the face with a flaregun, and of course, most telling of all… a small mountain of cocaine.
The Zombie Hulk dies, and surprisingly, the safehouse does not burn down to the ground… Not even out of sheer awesomeness… Not even so it can explode while Goggles slowly walks away from it… Reality can be stubbornly depressing like that.
With the adrenaline wearing off, and the light headedness from the cocaine winding down as well, Goggles looks arround, and realises that no-one else appears to be challenging her for the safehouse. Grateful to be allive, she butchers both zombies, then dismantles the last of the bookcases and builds a wooden wall to replace the shattered drywall
Given the details of the story, and the tile-based nature of Cataclysm:DDA… What is wrong with the above picture?
[/spoiler]
OR, click here for the technical details
[spoiler]
The player repairs a single destroyed tile in a regular wall.
Like the picture? Nice isn’t it. But there’s a discrepancy… Look closely at the breakdown below
There should be a single repaired tile… but to maintain the Isometrism, the damage appears to be spread over TWO tiles!
This is advanced Edge-finding. The system renders the drywall to the left, goes one more right to render the wooden wall, realises the material has changed since last time. It remembers it last did a drywall and is now doing a wood wall, so it displays a Drywall-to-Wood transition tile. It then moves to the left again and finds a drywall tile again, having just done a wood tile it displays a Wood-to-drywall transition tile (which you’ll note, is different to the previous one) before continuing to more drywall, which being the same material, requires no special treatment.
This feature will be required to not make the isometrism look ridiculous… It will be needed to transition between material changes (Buildings that have some glass walls and some concrete) not to mention every time we render a window or a door now, since they don’t take up a whole tile, and need to know what material they are set in.[/spoiler]
I hope, that despite this practically being a lecture… i managed to make it interesting to read.
[quote=“Ice-o-metric, post:67, topic:5772”][size=8pt]Ice-o-metric presents… ‘Advanced Edge-finding requirements for Psuedo-Isometrism!’
Or…[/size] [size=14pt]‘Oops, missed a spot!’[/size]
Click here to reveal a short story example
[spoiler]A Player character, lets call her Goggles McBoggle, is setting up a new safehaven. She finds a room in a house she likes, in an area she’s mostly cleared… The walls are just drywall, but it has a proper bed with bookcases, there are two doors she can leave through to the west and the east, and only one window she can be spotted through, to the north.
She unpacks. Sets up a shotgun trap by the north window just in case and goes to sleep. What she meant to do and forgot was close the blinds on the window. During the night, a tough zombie to the north sees her, and smashes it’s way in through the window. It slices itself up coming through the broken window, and is then splattered all over the wall when it steps on the shotgun trap.
The shotgun traps has had it’s duel purpose, taking out the intruder and waking up Goggles. She sighs, dismantles one of the bookcases and barracades the window. What she doesn’t realise, is that the noise has brought attention from the South… Drawn by the noise, and not caring that there isn’t a door or window to politely enter from… is a Zombie Hulk.
There is one ominous thump from the south, before The Zombie Hulk tears a zombie hulk shaped hole through the wall as if it were made of paper. What follows is truly an epic battle… we know it is epic because it features many narrow dodges, a close combat between an unarmed individual and a swordsman, shooting enemies in the face with a flaregun, and of course, most telling of all… a small mountain of cocaine.
The Zombie Hulk dies, and surprisingly, the safehouse does not burn down to the ground… Not even out of sheer awesomeness… Not even so it can explode while Goggles slowly walks away from it… Reality can be stubbornly depressing like that.
With the adrenaline wearing off, and the light headedness from the cocaine winding down as well, Goggles looks arround, and realises that no-one else appears to be challenging her for the safehouse. Grateful to be allive, she butchers both zombies, then dismantles the last of the bookcases and builds a wooden wall to replace the shattered drywall
Given the details of the story, and the tile-based nature of Cataclysm:DDA… What is wrong with the above picture?
[/spoiler]
OR, click here for the technical details
[spoiler]
The player repairs a single destroyed tile in a regular wall.
Like the picture? Nice isn’t it. But there’s a discrepancy… Look closely at the breakdown below
There should be a single repaired tile… but to maintain the Isometrism, the damage appears to be spread over TWO tiles!
This is advanced Edge-finding. The system renders the drywall to the left, goes one more right to render the wooden wall, realises the material has changed since last time. It remembers it last did a drywall and is now doing a wood wall, so it displays a Drywall-to-Wood transition tile. It then moves to the left again and finds a drywall tile again, having just done a wood tile it displays a Wood-to-drywall transition tile (which you’ll note, is different to the previous one) before continuing to more drywall, which being the same material, requires no special treatment.
This feature will be required to not make the isometrism look ridiculous… It will be needed to transition between material changes (Buildings that have some glass walls and some concrete) not to mention every time we render a window or a door now, since they don’t take up a whole tile, and need to know what material they are set in.[/spoiler]
I hope, that despite this practically being a lecture… i managed to make it interesting to read. :-)[/quote]
That was really fun and interesting to read, but i am not quite sure how could you make it. 2 tiles are important here, so… Devs, come help this guy!
In order to realize this, you need a separate tile for every combination of wall, right? Actually, you need two, for each wall direction?!?
As for the engine feature, I’d call it transition detection. Of the top of my head it seems doable, we define a tag that indicates that these transitions can happen with the given terrain type and substitute a special transition tile instead of the actual tile.
)[quote=“Kevin Granade, post:69, topic:5772”]In order to realize this, you need a separate tile for every combination of wall, right? Actually, you need two, for each wall direction?!?[/quote]
4X^2, not not 2X^2… (Where X is the number of wall styles) …You forgot there can be are internal and external wall styles
So yeah, well aware of needing to do them… To be honest they are far less hasslesome than doing the original tiles. I do wonder though… Kev, how did you see this being implemented in the JSON? I originally pictured one big entry for the wall type with sub-elements(Wall->Internal->NE_Corner, Wall->External->Transition->Wood_wall etc), but currently each bit of wall (horizontal, vertical, corner) is their own entry in the tileset
NEW CONCRETE WALL TILES!
As always, opinions please
that would be great!
i’ve always dreamed about cataclysm with a “project zomboid”-like style
Every time better!
Nice work so far.
We do corner-finding, horizontal vs vertical walls are encoded into the underlying data, and we already tag inside vs outside tiles. I might be missing something about “outer North/West walls”, but as far as I know we have all the information you need for fixed-perspective isometric tiles, we just need to expose a bit more of it to the tile rendering code.[/quote]
Is any of this being worked on? I started doing isometric walls myself, but then realized there’s no support for different corners, t-junctions and the like.
Weird… it should work just like a standard tileset with junctions. There should be support, if there are tilesets our there.
No, currently you can have only the topleft corner defined, it rotates all the others (same for t-junctions) which just doesn’t work for isometric view. Unless i’m doing something wrong.
D:!!! HOW EVIL!!
then uhmm…Huston, u have a problem.
Any news?
[size=14pt]EVENTUAL UPDATE![/size]
And it’s only been… what, a month and 10 days? :-p Atleast this should be pretty striking. I finalized the pallisade walls, which is to say i made a high quality complete tile-subset for that tile types. 11 individual tiles… click below to see the tileset and an example that uses each of the indivudal tiles atleast once, as an example to show how snazzy your new Cataclysm log fort can be!
200% size image:
100% Size image:
Amazed that nobody has said anything about the update… so I will.
Damn! That is nice looking.