NinjaArabStrategist wrote:Those graphics are SUPER-AWESOME! I like them more than original Salem one's. I would love to use them =]
About cobblestone, why not create one from scratch?
I have totally no talent nor skill, not even artistic sense, so I'm able to make ugly **** like below, but you are certainly much better than me!
Yeah, after testing out different variants of Cobblestone textures derived from the default graphics, I'm going to have to go with a synthetic one.
It will probably end up looking similar to what you just showed there (good job, btw), except that I'll make the stones more regular, and there will be 3 different tiles rather than just 1. For all of the textures in the game, I've actually preserved tile-variance and so each terrain-type has 3 to 4 different tiles which the game distributes randomly.
I may change the color pallet slightly depending on what I think looks best in relation to other terrain.
Another change I have made which most other graphics-modders have made as well is to eliminate the "edge-tiles", where grass intrudes onto dirt tiles, and leaves intrude onto grass. The reason is not because they are ugly (although they do make it difficult to see what terrain is what sometimes), but because they add an extra 30 images to each terrain-type, which is a bit more than I can handle.
"stone.res" is the last Terrain-texture, and so I should be done with the terrain reasonably soon. Then I'll start to tackle "terobjs". My main target in that are the Crops, who have a disturbingly high performance cost for something that you can barely see. There is no reason a leaf should have more than 1 pixel of texture to itself.
Oh, and I also have to purge the "Flavor Objects" from the terrain. Some of them look nice, but they are a bit out of place, can sometimes be confused with resources, and each of then has a texture that rivals the original terrain in detail. ...GONE!