1.16 - terrain graphics variations and transitions (#6078)

* some tent variations

* dead great tree variations

* Stone tile (Irs) to water/swamp transition, and raise Irs transition layers over swamp water and underground paths

* change when muted-blue waterfalls are applied

(cherry picked from commit 06b7efd77c)
This commit is contained in:
doofus-01 2021-09-25 17:04:43 -07:00 committed by Wedge009
parent 3a78da72d3
commit bb05c1a9af
53 changed files with 130 additions and 8 deletions

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@ -796,11 +796,13 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
# be careful with wild-card filters: "I*r" includes "Irs"
# "Ias" is not included in this, it uses more generic transitions
{NEW:THREE_TERRAIN_TRANSITION Irs,Icr Q* G*,R*,D*,A*,W*,Uu,Ur,Urc,S* -282 interior/stone-chasm/stone-regular}
{NEW:TRANSITION_CROWDED Irs,Icr Q* -282 interior/stone-chasm/stone-regular}
{NEW:TRANSITION_CROWDED Irs,Icr W*,G*,R*,D*,A*,Uu,Ur,Urc,S* -282 interior/stone-regular}
{NEW:THREE_TERRAIN_TRANSITION Irs,Icr Q* G*,R*,D*,A*,Uu,Ur,Urc -222 interior/stone-chasm/stone-regular}
{NEW:THREE_TERRAIN_TRANSITION Irs,Icr Q* W* -222 interior/stone-chasm/stone-dock-regular}
{NEW:TRANSITION_CROWDED Irs,Icr Q* -222 interior/stone-chasm/stone-regular}
{NEW:TRANSITION_CROWDED Irs,Icr W*,S*,G*,R*,D*,A*,Uu,Ur,Urc -222 interior/stone-regular}
{NEW:TRANSITION Irs,Icr Q* -282 interior/stone-chasm/stone-regular}
{NEW:TRANSITION Irs,Icr !,Irs,Irr,!,I*r,Q*,W*,G*,R*,D*,A*,Uu,Ur,Urc,S* -282 interior/stone-regular}
{NEW:TRANSITION Irs,Icr W*,S* -222 interior/stone-dock-regular LAYER2=-221 ADJACENT2=!,Irs,Icr,W*,S*}
{NEW:TRANSITION Irs,Icr !,Irs,Icr,!,I*r,Q*,W*,G*,R*,D*,A*,Uu,Ur,Urc,S* -222 interior/stone-regular}
{NEW:TRANSITION Iwr,Ior,Icn G*,R*,D*,A*,Ur,Urc,Ias -283 interior/wood-regular}
{NEW:TRANSITION Iwr,Icn W*,S*,Qx* -283 interior/wood-chasm/wood-clean}
{NEW:TRANSITION Ior W*,S*,Qx* -283 interior/wood-chasm/wood-regular}
@ -876,8 +878,8 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
{WALL_TRANSITION_LF Ql (!,Ql,Xv,_off^_usr) -290 ground unwalkable/lava}
{WALL_TRANSITION_LF Qlf (!,Qlf,Xv,_off^_usr) -290 ground unwalkable/lava-high}
{WALL_TRANSITION_LF Qx* (Ai*,Aa*,Ha*,Ms*,Rra) -290 ground chasm/regular-snow}
{WALL_TRANSITION_LF Qx* (Wwf,Wwg,S*) -290 ground chasm/swamp}
{WALL_TRANSITION_LF Qx* (W*) -290 ground chasm/water}
{WALL_TRANSITION_LF Qx* (W*,S*) -290 ground chasm/swamp}
{WALL_TRANSITION_LF Qxe (!,Qx*,Xv,_off^_usr) -290 ground chasm/earthy}
{WALL_TRANSITION_LF Qx* (!,Qx*,Xv,_off^_usr) -290 ground chasm/regular}

View file

@ -111,7 +111,7 @@ transition#endarg
pos=1
type={ADJACENT}
set_no_flag={FLAG}-@R5,{FLAG}-@R0,{FLAG}-@R1
set_flag=crowded
set_flag=crowded-@R0
[image]
name={IMAGESTEM}-@R5-gap-@R1.png
layer={LAYER}
@ -146,7 +146,7 @@ transition#endarg
pos=1
type={ADJACENT}
set_no_flag=crowded_drawn-@R0
has_flag=crowded
has_flag=crowded-@R0
[image]
name={IMAGESTEM}-crowded-patch-@R0.png
layer={PATCH_LAYER}
@ -155,7 +155,7 @@ transition#endarg
[tile]
pos=2
type={ADJACENT}
no_flag=crowded
no_flag=crowded-@R3
[image]
name={IMAGESTEM}-crowded-patch-@R3.png
layer={PATCH_LAYER}
@ -839,12 +839,132 @@ transition_inverted#endarg
#define NEW:TRANSITION TERRAINLIST ADJACENT LAYER IMAGESTEM
#arg LAYER2
{LAYER}#endarg
#arg ADJACENT2
_off^_usr#endarg
#arg FLAG
transition#endarg
#arg IPF
~NOP()#endarg
# these next four rules are to help with three-terrain issues. This can probably be improved
# first is for crowded transitions
[terrain_graphics]
map="
, 2
3 , 3
, 1
. , .
, ."
[tile]
pos=1
type={ADJACENT}
set_no_flag={FLAG}-trim-@R1,{FLAG}-trim-@R5
has_flag=crowded-@R0
[image]
name={IMAGESTEM}-Rccw-@R5.png~BLIT(terrain/{IMAGESTEM}-Rcw-@R1.png){IPF}
layer={LAYER2}
[/image]
[/tile]
[tile]
pos=3
type={TERRAINLIST}
[/tile]
[tile]
pos=2
type={ADJACENT},{ADJACENT2}
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
[terrain_graphics]
map="
, 2
3 , 3
, 1
. , .
, ."
[tile]
pos=1
type={ADJACENT}
set_no_flag={FLAG}-trim-@R0
[image]
name={IMAGESTEM}-R2-@R0.png{IPF}
layer={LAYER2}
[/image]
[/tile]
[tile]
pos=3
type={ADJACENT2}
[/tile]
[tile]
pos=2
type={TERRAINLIST}
set_no_flag={FLAG}-trim-@R3
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
[terrain_graphics]
map="
, 2
. , 3
, 1
. , .
, ."
[tile]
pos=1
type={ADJACENT}
set_no_flag={FLAG}-trim-@R0
[image]
name={IMAGESTEM}-Rcw-@R0.png{IPF}
layer={LAYER2}
[/image]
[/tile]
[tile]
pos=3
type={ADJACENT2}
[/tile]
[tile]
pos=2
type={TERRAINLIST}
set_no_flag={FLAG}-trim-@R3
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
[terrain_graphics]
map="
, 2
3 , .
, 1
. , .
, ."
[tile]
pos=1
type={ADJACENT}
set_no_flag={FLAG}-trim-@R0
[image]
name={IMAGESTEM}-Rccw-@R0.png{IPF}
layer={LAYER2}
[/image]
[/tile]
[tile]
pos=3
type={ADJACENT2}
[/tile]
[tile]
pos=2
type={TERRAINLIST}
set_no_flag={FLAG}-trim-@R3
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
[terrain_graphics]
map="
, 2