|
From: | Cyrille Dunant |
Subject: | Re: [glob2-devel] re: on graphics |
Date: | Tue, 23 Jan 2007 07:21:01 +0100 |
User-agent: | KMail/1.9.5 |
On Monday 22 January 2007 23:53, Federico Massi wrote: > Thank you Cyrille! I just used the trick you suggest me for my trees, but > the problem is different; the trees tile has a uniformity in alpha channel > that my wheat has not. For example we could take an area of six tiles, > distant from other resources: > > ABC > DEF > > The overlaying of B tile (over A tile that outfits its border) is complete > if we use tree tile. If we are talking about the wheat tile, it's > different, for the wheat texture is made of small elements separed each > other by spaces. This means (in few words) that instead of viewing the > grass at the base of wheat, you see other wheat. Too much wheat in the > phrase ;) isn't it?To resolve the pb I've to find another graphical way. > > In a few I'll show some solutions I'm experimenting. Bye! You can picture wheat as semitransparent flattened cubes in a first phase and the add texture to them in a second. In anycase once upon a time I had wheat like wheat. So I am sending you that in case you find it useful :) CU -- CFD
ble_1.xcf
Description: image/xcf-gimp
ble_2.xcf
Description: image/xcf-gimp
ble_3.xcf
Description: image/xcf-gimp
ble_4.xcf
Description: image/xcf-gimp
ble_5.xcf
Description: image/xcf-gimp
ressource10.png
Description: PNG image
ressource11.png
Description: PNG image
ressource12.png
Description: PNG image
ressource13.png
Description: PNG image
ressource14.png
Description: PNG image
ressource15.png
Description: PNG image
ressource16.png
Description: PNG image
ressource17.png
Description: PNG image
ressource18.png
Description: PNG image
ressource19.png
Description: PNG image
[Prev in Thread] | Current Thread | [Next in Thread] |