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Re: [Adonthell-devel] Better grass


From: James Nash
Subject: Re: [Adonthell-devel] Better grass
Date: Thu, 11 Jun 2009 08:54:57 +0100

Looking good! I think i need to make a few alternative grass tiles
that can be dropped in randomly to make large areas look less
repetitive. That'll b my next task.

Cam't wait to see (and play) this in action with NG or better yet one
of Ingo's character gfx!

- james

On 6/10/09, Kai Sterker <address@hidden> wrote:
> On Wed, Jun 10, 2009 at 8:59 PM, Kai Sterker<address@hidden> wrote:
>
>> Something I wanted to do for a long time, but which had somehow
>> escaped my attention until today: get the engine ready to support this
>> kind of grass:
>>
>> http://lists.nongnu.org/archive/html/adonthell-artwork/2008-05/msg00000.html
>
> Here's a screenshot how it looks in the map editor. Since it uses the
> engine renderer, it'll look the same in-game. However, I first need to
> implement the non-solid bit (and I had to make a modification to the
> renderer that might require a second look).
>
> But I thought people would be glad to see a bit of progress and
> especially some real v0.4 gfx :-).
>
> Kai
>


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http://cirrus.twiddles.com




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