Redesign bridges

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DoomCarrot
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Re: Redesign bridges

Post by DoomCarrot » Sun Jan 22, 2017 1:56 am

!!! :)
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Detros
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Re: Redesign bridges

Post by Detros » Sun Jan 22, 2017 11:55 am

short version:
It seems to me weird the same dark imagearea seems to be used as both "bridge end declining to land" and "bridgewalk shaded by railing".

long version:
The dark grey half shaded area still seems to me weird. I see the dark part on the right in the original image:
Image
as representing the part of bridge which slowly declines from bridge height to land.

The depicted bridge looks to me like a stone archway like (5 tiles long bridge as example here)

Code: Select all

side view: /TTT\

Code: Select all

top view: =====
Then it doesn't make to me much sense why there should be such shading in the middle parts of tallside pieces. Especially in this image
Image
wouldn't make bit more sense at least to look like (if we say it it a also shadow from the railing)
Image
or rather even like (if we say it means only arched part of brdige)
Image
to which we can add _different shade_ for shade of railings so it becomes something like
Image

To sum it
- 1 Avelyn's version where in the middle is bridge arching down to its east segment
- 2 without arching to the east in the middle
- 3 without any arching except bridge ends
- 4 without any arching except bridge ends with new rail shade

Because with the shaded half (image 1) it seems to me it depicts a bridge that is arched also _in the way perpendicular to its direction_.

Code: Select all

side view: /TTT\

Code: Select all

top view:
,,
)(
)(
)(
''
instead of more reasonable

Code: Select all

top view:
,,
||
||
||
''
P.S. shown edited images were edited crudely, don't use them as final version for game
Last edited by Detros on Sun Jan 22, 2017 9:42 pm, edited 1 time in total.

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DoomCarrot
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Re: Redesign bridges

Post by DoomCarrot » Sun Jan 22, 2017 7:52 pm

Nice touch-ups, Detros. I think thaf shading definitely looks more realistic.
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Detros
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Re: Redesign bridges

Post by Detros » Sun Jan 22, 2017 9:47 pm

The size of railing may be more clearly visible if the light source is not directly east but rather in, say, southeast. Then those railing shades would get diagonal.

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Avalyn
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Re: Redesign bridges

Post by Avalyn » Tue Jan 24, 2017 4:50 pm

I fixed it. (I hope :? )
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Bridgetallside tc 2.png
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Avalyn
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Re: Redesign bridges

Post by Avalyn » Tue Jan 24, 2017 4:56 pm

And the xroad.
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Bridgexside tc 2.png
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Alpha
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Re: Redesign bridges

Post by Alpha » Tue Jan 24, 2017 6:19 pm

These bridges look awesome!
Awoo~ my dudes!

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Detros
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Re: Redesign bridges

Post by Detros » Wed Jan 25, 2017 1:46 pm

Avalyn wrote:And the xroad.
The shades make more sense now, thanks.

What about filling the squares at the top of railing corners with the player colour? Would it be more visible?
Like so:
Image

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Avalyn
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Re: Redesign bridges

Post by Avalyn » Wed Jan 25, 2017 3:44 pm

New Team-colored bridges.
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Bridge3.png
Bridge3.png (6.82 KiB) Viewed 6480 times
Bridge2.png
Bridge2.png (6.34 KiB) Viewed 6480 times
Bridge1.png
Bridge1.png (4.81 KiB) Viewed 6480 times
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Avalyn
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Re: Redesign bridges

Post by Avalyn » Wed Jan 25, 2017 3:45 pm

more.
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Bridge6.png
Bridge6.png (5.94 KiB) Viewed 6479 times
Bridge5.png
Bridge5.png (7.97 KiB) Viewed 6479 times
Bridge4.png
Bridge4.png (5.88 KiB) Viewed 6479 times
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Avalyn
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Re: Redesign bridges

Post by Avalyn » Wed Jan 25, 2017 3:46 pm

Still more....
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Bridge9.png
Bridge9.png (5 KiB) Viewed 6478 times
Bridge8.png
Bridge8.png (5.55 KiB) Viewed 6478 times
Bridge7.png
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Avalyn
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Re: Redesign bridges

Post by Avalyn » Wed Jan 25, 2017 3:47 pm

And finally.
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Bridge12.png
Bridge12.png (10.54 KiB) Viewed 6477 times
Bridge11.png
Bridge11.png (5.49 KiB) Viewed 6477 times
Bridge10.png
Bridge10.png (5.82 KiB) Viewed 6477 times
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Avalyn
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Re: Redesign bridges

Post by Avalyn » Wed Jan 25, 2017 3:48 pm

What-say, all? Are they better?
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Alpha
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Re: Redesign bridges

Post by Alpha » Wed Jan 25, 2017 5:06 pm

They are excellent!
Awoo~ my dudes!

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Avalyn
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Re: Redesign bridges

Post by Avalyn » Wed Jan 25, 2017 6:22 pm

Great! :)
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Detros
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Re: Redesign bridges

Post by Detros » Wed Jan 25, 2017 9:41 pm

WORKER1212 wrote:They are excellent!
+1

(hey, a new avatar)

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Alpha
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Re: Redesign bridges

Post by Alpha » Thu Jan 26, 2017 1:30 am

Detros wrote:
WORKER1212 wrote:They are excellent!
+1

(hey, a new avatar)



Lol thanks, I am furry ;3
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COOLguy
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Re: Redesign bridges

Post by COOLguy » Thu Jan 26, 2017 7:36 pm

Nice job!
Thanks!
Josh

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Avalyn
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Re: Redesign bridges

Post by Avalyn » Thu Jan 26, 2017 8:17 pm

Thanks!
Istan quete ya merin, ar la hanyuvatyen.

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Alexander82
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Re: Redesign bridges

Post by Alexander82 » Wed Mar 01, 2017 10:12 pm

I love this new bridge!

Stratego (dev)
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Re: Redesign bridges

Post by Stratego (dev) » Thu Mar 02, 2017 7:04 pm

me too! are we ready to implement it? or will you change anything else?

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Avalyn
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Re: Redesign bridges

Post by Avalyn » Sat Mar 04, 2017 4:39 am

I can't think of anything else to be changed. :) So yes, I guess it's ready to be implemented. :)
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Hardeep
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Re: Redesign bridges

Post by Hardeep » Sun Mar 05, 2017 3:06 am

These will also be terrain tiles, I hope?
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ISENGARD WILL PREVAIL!
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tamtam12345
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Re: Redesign bridges

Post by tamtam12345 » Sun Mar 05, 2017 10:44 am

I have some questions.
1.Will the new bridge be implemented in AOS?If yes, which type bridge will be replaced(bridge/stone bridge)?
2.What is the shape of bridge if the shape is this?
1 2
3 4
3.Can ships and unit larger than 1×1 can pass through/stand in bridges?

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Avalyn
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Re: Redesign bridges

Post by Avalyn » Sat Mar 11, 2017 1:44 am

I am working on the bridges.
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Bridgefattall.png
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Bridgefat2.png
Bridgefat2.png (5.86 KiB) Viewed 6053 times
Bridgefat.png
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Hardeep
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Re: Redesign bridges

Post by Hardeep » Tue Mar 21, 2017 12:02 am

Ready to implement?
THE WHITE HAND WILL NOT BE STOPPED!
ISENGARD WILL PREVAIL!
Durbgu nazgshu, Durbgu dashshu!
Durbgu nazgshu, Durbgu dashshu!

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COOLguy
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Re: Redesign bridges

Post by COOLguy » Fri Mar 31, 2017 1:21 pm

?
Thanks!
Josh

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Puss_in_Boots
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Re: Redesign bridges

Post by Puss_in_Boots » Sat Jul 22, 2017 5:00 am

We need some images for all three wooden bridges too. This is just stone. :?

And maybe we can have some broken bridge images, so that in maps in which bridges are split apart like in the map, "Walls of Aceodiaen," from Kirk's carnage campaign. It would look like the bridge is broken, instead of wooden floors that settled in the water trying to reach out for each other..

Maybe if it has the ability to detect that it has ended at a water tile? :)
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COOLguy
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Re: Redesign bridges

Post by COOLguy » Mon Nov 20, 2017 2:15 am

?

Where are we with this topic?
Thanks!
Josh

Stratego (dev)
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Re: Redesign bridges

Post by Stratego (dev) » Mon Nov 20, 2017 6:23 am

i think it is ready, but i never had time to make the json for autotiling :(

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