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#547643 - 08/26/05 11:52 AM
early EAW terrain hiding in the DEMO
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Senior Member
Registered: 10/16/02
Posts: 5782
Loc: Zandvoort, N-H, Netherlands
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Allthough not extravagant still worth mentioning. This tileset uses the stock palette only on all tiles and might be of use to modders as a base to create new tiles. Here's a picture of em VonBeerhofen
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#547647 - 08/26/05 02:32 PM
Re: early EAW terrain hiding in the DEMO
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Senior Member
Registered: 06/04/01
Posts: 7138
Loc: Fleet, Hampshire, England.
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Hi Baron, VB. I did find these tiles, and there in the Demo CDF. They only have a basic 256 pallet the same as the planes.
There are a number of unique 3dz's also hidden in the 3dz.CDF, some of which I posted earlier in the year.
Funny thing I had an email from D Thompson today, regarding some of the unused graphics in the CDF's, and apparently they were made to test out new features, which never made it into the finished game.
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Wings Over BytomAt home, with my loving wife Kasia and children, Thomas, Jessica & little Nicola.
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#547648 - 08/26/05 02:38 PM
Re: early EAW terrain hiding in the DEMO
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Senior Member
Registered: 10/16/02
Posts: 5782
Loc: Zandvoort, N-H, Netherlands
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Hi Col. I'm sure these are not the same ones you found. They are inside the .TXL file and do not look anything like this picture taken from WOB. That picture isn't even present in this particular set. VBH
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#547649 - 08/26/05 02:42 PM
Re: early EAW terrain hiding in the DEMO
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Senior Member
Registered: 06/04/01
Posts: 7138
Loc: Fleet, Hampshire, England.
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Hi VB! I did find them, but at the time the main Demo set was far more interesting, so I did nothing with them except post one shot of a tile. Your right though, they could be used to make a new terrain over the top of them. Good idea! 
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Wings Over BytomAt home, with my loving wife Kasia and children, Thomas, Jessica & little Nicola.
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#547655 - 08/26/05 10:50 PM
Re: early EAW terrain hiding in the DEMO
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Anonymous
Unregistered
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an entire new map from scratch and unless one is bored stiff it's something one's not very likely to take on. :p well,sometimes neccessity beats boredom not reccommended for those with attention span difficulties,a real life :p ,or a significant other whom may require valuable tm and hm time Shreck 
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#547657 - 08/27/05 02:31 AM
Re: early EAW terrain hiding in the DEMO
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Anonymous
Unregistered
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Have you doped out the tile names and numbers? :p Woody,what in the hell are you talking about? :p you want stinkin tile names and numbers? I got yer stinkin tile names and numbers right here! :p I have them running out of my friggin head onto the PC desk BN this,LR that......are YOU MAD? dont go there man....dont do it! you've been warned Shreck 
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#547659 - 08/27/05 04:21 AM
Re: early EAW terrain hiding in the DEMO
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Member
Registered: 05/26/01
Posts: 4861
Loc: New York, NY
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I hope that I do not state obvious and well known facts here, but ....this entire set is the very god example how each of the terrain is created for most of the games using tiled terrain. There are certain "laws" and principals governing such a creations.
There are few basic tiles and rest are transitions. Basic here are SEA 2x GRASS 4xFIELD, FOREST, CITY, MOUNTAIN. They are different and yet in the same hue. And should be seamless and rotational 4 -ways. Rest of the transitional tiles are "cut out" from those generic ones and applied in layers upon each other.
Notice that GRASS underlays most of the tiles except SEA - this to give same background and tone. Any other feature is laid upon the grass as a layer with transparent spots where the background shows through. Strangely, though GRASS is not transitioning to any of the generic tile. That "glue" tile is the FIELD.
Each transitional tile could have been made with standard masking (I think even that was preserved in final version) as the borders between types of land allign either in 1/2 tile, 1/4. Interesting here that 2 shore tiles have 1/2 and 1/4 so they could not have been used as a rotational tile (???)
SEA transitions to FIELD FIELDs carry CITIES, ROADS and RIVERS. FIELDS transition to FOREST FOREST finaly to MOUNTAIN.
So field is the glue which connects most o the tiles. If connections and transitions were to be made between ALL and every basic tile the number of them would jump above 59 significantly.
Forgive me really if this all stuff was already well known. I hate to repeat the obvious and look like an annoying idiot newbie, but if to some off those notes and observations were new to you, then super. Some of those rules are being repeated in most of different games so for this reason or another they make some sense.
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