Apple Grove - Wonderfalls-based Level retexture(In progress)
- Creeperpasta
- Gold Wonderlander
- Posts: 53
- Joined: Fri Aug 05, 2016 11:52 am
Apple Grove - Wonderfalls-based Level retexture(In progress)
Hi guys! I've started on a new level texture ^_^.
I've been meaning to do a new hub adventure that would use the level textures I'm working on, but I'm afraid that I might not be able to finish this hub, like the ones I've started before. so, *gulp*
Though it really was intended to be a retexture, it looks like it could be a standalone. I really loved the Wonderfalls texture, so I tried to make a bit more of a vibrant one, which ended up looking like a somewhere in between pastoral and wonderfalls texture.
The water tiles are heavily inspired by the rmxp tile waters (yes, I used to play with those).
(And yes, the fences are improperly rotated. Ah well)
I've been meaning to do a new hub adventure that would use the level textures I'm working on, but I'm afraid that I might not be able to finish this hub, like the ones I've started before. so, *gulp*
Though it really was intended to be a retexture, it looks like it could be a standalone. I really loved the Wonderfalls texture, so I tried to make a bit more of a vibrant one, which ended up looking like a somewhere in between pastoral and wonderfalls texture.
The water tiles are heavily inspired by the rmxp tile waters (yes, I used to play with those).
(And yes, the fences are improperly rotated. Ah well)
- Creeperpasta
- Gold Wonderlander
- Posts: 53
- Joined: Fri Aug 05, 2016 11:52 am
what?
apparently, i think I did horribly with seamlessness. 2-valued wall tiles don't match well with the sides, and the grass corner is a bit obvious. But thank you I really enjoyed doing this one, and staring at it for some time ... It's a bad habit, and it doesn't let me do much.Pawelec wrote:I like the retro mood this pack brings. And congratulations on tile seamlessness
- Creeperpasta
- Gold Wonderlander
- Posts: 53
- Joined: Fri Aug 05, 2016 11:52 am
XD
If you put it that way... sorry for the late reply XDPawelec wrote:Staring at the texture is extremely important, it lets you see the things which are still to be fixed
If anyone's still interested in this level texture, I'm still working on it. There's still a large part that I haven't used up yet, which I am currently working on. I'm adding tiles that are essential to the hub I am working on.
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- Wonderman109
- Rainbow MegaStar
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- Joined: Thu Jun 28, 2012 11:25 pm
- Creeperpasta
- Gold Wonderlander
- Posts: 53
- Joined: Fri Aug 05, 2016 11:52 am
XD
Thank you. But I still struggle with the seamlessness. For some reason, the pixel ends of the tiles overlap, which I've decided to let go.Wonderman109 wrote:I think it's pretty good.
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Re: XD
Are you aware of the 62x62 render bug? In fact the 1px wide frame of every tile is not rendered correctly at the tile tops by WA's engine, but it doesn't apply to the backgroundtex which is rendered as it should be, the 64x64 way.Creeperpasta wrote:For some reason, the pixel ends of the tiles overlap, which I've decided to let go.
I used to make a 64x64 version of every tile and make a copy shrunk to 62x62 as a new layer over that tile, so I don't lose the detail if I decide to edit the tile later on.
"Let us return to the past; it will be progress."
by Giuseppe Verdi
by Giuseppe Verdi
- Creeperpasta
- Gold Wonderlander
- Posts: 53
- Joined: Fri Aug 05, 2016 11:52 am
EDIT
I thought it was just about one pixel off along the edges, but your method seems to work! I don't even know why, but it does look perfect when you resize it to 62x62 and keep the original on. still weird for me though. Thanks a bunch, Pawelec!
EDIT:
I tried it out on the grass tile, and it turned out really nice. Would it work as well with non-patterned tiles such as dirt corners?
EDIT:
I tried it out on the grass tile, and it turned out really nice. Would it work as well with non-patterned tiles such as dirt corners?
Please donate some crackers for my pet parrot.
This method works for all top-rendered tiles, you cannot achieve true seamlessness without it. I discovered that bug while making a texture with geometric, ancient Greece inspired ornaments, because the decorations featured a lot of mosaic-like, 1px parts and the outer frame was not visible in-game.
I wish that was before I released the Faithful texture mod, now the whole thing need remaking to look the way it should.
I wish that was before I released the Faithful texture mod, now the whole thing need remaking to look the way it should.
"Let us return to the past; it will be progress."
by Giuseppe Verdi
by Giuseppe Verdi
- Creeperpasta
- Gold Wonderlander
- Posts: 53
- Joined: Fri Aug 05, 2016 11:52 am
I did try a little test to confirm it, and I think it's because MS had to make a little overlap. If they did not do so, there would be gaps seen when the tile reaches either a vertical or a horizontal distance or both away from the player and nearer to the window's edge.(But yeah, chances say it could also be an inaccuracy slash bug) So the ends of the borders are somewhat sharing a fractional portion where one becomes on top and the other on the bottom or simply just overlapped.
Please donate some crackers for my pet parrot.