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===[TASK]=== Terrain and Map Overhaul (Milestone: Alpha 27)


wowgetoffyourcellphone
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Extended from this thread: 

 

 

Github Repo: https://github.com/JustusAvramenko/0ad_terrains_overhaul

 

@maroder, myself, and others are looking to build upon the biome and map work we did for Alpha 25. We will post discussion and progress reports in this thread. We will also entertain suggestions, bug reports, and criticism here. 

 

First thing Maroder is working on is improving Gulf of Bothnia random map. First thing I am working on is improving the India biome. I'm making wider spaces to build and removing the obscene amount of grass props.

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In addition to improving the existing new biomes from A25, I'd like to add a few more for A26:

Hispania-North Africa

Italia

Persia

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We would also like to work with the team to extend and expand the biome code to allow for more flexibility and interesting maps.

Wishlist. Note: Not all random maps are required to use all options available in the biome files:

  • Additional Gaia options
    • fish1
    • fish2
    • treasure1
    • treasure2
    • treasure3
    • bushForest1
      • So, these are bushes, plants, and saplings that line the edges of forests. This is crucial to make forests look natural.
    • bushForest2
    • dangerousHuntableAnimal
      • Boars, etc.
    • riverineShoreAnimal1
      • Crocodiles, Hippos, etc.
    • riverineShoreAnimal2
    • dangerousAnimal1
      • Tigers, Lions, Wolves
    • dangerousAnimal2
  • Additional Decoratives
    • bird1
    • bird2
    • oceanAnimal1
      • sharks, etc.
    • oceanAnimal2
      • dolphins or Portuguese man o' wars, etc.
    • rockShore
    • cloud1
    • dust1
      • Sand storms, etc.
    • dust2
  • Resource Counts. Allow biomes more fine-tuned control over various resources. Patch: https://code.wildfiregames.com/D3995
Edited by wowgetoffyourcellphone
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11 hours ago, wowgetoffyourcellphone said:
  • bushForest1
    • So, these are bushes, plants, and saplings that line the edges of forests. This is crucial to make forests look natural.
  • bushForest2

I think that dead wood could be a nice addition to make forests more realistic. Something like tree stumps, fallen trees, burnt trees from lightning, dead trees. At least for European forests, they have never been so "clean" as they are today and that's because of forest industry. I know it's partly included in other trees but I think it could have its own category.

I tried to use a lot of that for my limes map: https://wildfiregames.com/forum/topic/36065-new-scenario-map-the-limes/?do=findComment&comment=415734

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9 hours ago, nifa said:

I think that dead wood could be a nice addition to make forests more realistic. Something like tree stumps, fallen trees, burnt trees from lightning, dead trees. At least for European forests, they have never been so "clean" as they are today and that's because of forest industry. I know it's partly included in other trees but I think it could have its own category.

I tried to use a lot of that for my limes map: https://wildfiregames.com/forum/topic/36065-new-scenario-map-the-limes/?do=findComment&comment=415734

Exactly:

vZcjWXO.jpg

txjaJYa.jpg

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I've made bushes passable and destructible by buildings. They don't block pathfinding or construction. Used a mixin:

<?xml version="1.0" encoding="utf-8"?>
<Entity>
  <Obstruction>
    <BlockMovement>false</BlockMovement>
    <BlockPathfinding>false</BlockPathfinding>
    <BlockFoundation>false</BlockFoundation>
    <BlockConstruction>false</BlockConstruction>
    <DeleteUponConstruction>true</DeleteUponConstruction>
  </Obstruction>
  <StatusBars>
    <HeightOffset>8</HeightOffset>
  </StatusBars>
</Entity>

 

This prevents bushes in your base from blocking you from constructing buildings, which was a huge problem for India and other biomes that heavily use bushes.

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41 minutes ago, Stan&#x60; said:

Not sure why it wasn't done in the first place tbh . Maybe there is a reason. Can it be abused in mp to destroy enemy resources ?

Not really, since you can only build in ur own territory and the bush isn’t destroyed until you start construction (simply placing a foundation doesn't destroy the bush).

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16 minutes ago, wowgetoffyourcellphone said:

To make it "feature complete" from a player interface pov, it would be nice if the bush turned red when the player waves the building preview over it, to tell the player it will be destroyed.

don't think that's necessary. red color could rather give a negative impression, like the bush was an obstacle, which is the opposite of what's happening.

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On 30/08/2021 at 8:03 PM, wowgetoffyourcellphone said:

Exactly:

vZcjWXO.jpg

 

Why only at the borders of the forest, not inside? This way it looks strange once you cut the wood. Is it because of performance?

I think it would also look better if there wasn't such a hard line of border-marking bushes, but rather some kind of fluid transition

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5 hours ago, Ceres said:

@wowgetoffyourcellphone

Well, how should it look like if it's not completely chopped? BTW, I very much like your ideas and gfx. :)

PS - where does your code go to? I'm using SVN and would like to see it as well - also to learn more. Thank you!

https://github.com/JustusAvramenko

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Thanks, I rather meant where the code snippet should go when I use SVN, but I will have a look into your repo and hopefully find it. ;)

PS: Erm, sorry, not that I misunderstand you, but is that code you provided a few posts earlier here part of your Delenda Est mod? If not, my question would remain, where would this go when using SVN. Sorry that I have difficulties in explaining my question better. :blush:

 

Edited by Ceres
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Can those folks who had criticisms of the India biome please install the mod and take a look? See if your main issues have been addressed. SVN compatible.

https://github.com/JustusAvramenko/0ad_terrains_overhaul

 

If it looks good to you, then I'll move on to addressing some stuff with Nubia.

Edited by wowgetoffyourcellphone
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@Ceres

go to your mods folder, then open the command line and then put in [git clone https://github.com/JustusAvramenko/0ad_terrains_overhaul.git ]

Wow's code is not meant to be applied as a patch or to be put into svn by hand, you can just try it out as a mod.

If you want to learn more on how such changes work you can look at the git commit

-> https://github.com/JustusAvramenko/0ad_terrains_overhaul/commit/0fbb938242a5c70ea653ba93ee69f4f2ca23aa5d

there you can see what data has changed and what the filepaths are

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11 minutes ago, wowgetoffyourcellphone said:

Can those folks who had criticisms of the India biome please install the mod and take a look?

@Player of 0AD^^

Edited by maroder
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