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Rudra no Hihou / Treasure of the Rudras (SNES)
#16
I'll let the interiors sit for a while.

Complete world map for day 15 (final) minus the other two layers: (edit: a small corner on the middle right is missing)
Doing something easy, this world map also does the same thing as the forests (putting a transparent effect between two main layers).
But in this case, the effect layer is animated and wobbles around, which makes it essentially unrippable. I think I won't put it on the assembled map and do the same for the forests too.
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#17
Lost Forest, Great Forest, Rem Forest & Toxic Land:
WIP
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#18
Sky Islands, WIP:
One island is missing and the placement isn't correct.
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#19
Forest of Rem, Lost Forest, Great Forest, Toxic Land - leaf canopy:
WIP

World Map (Sky Islands) are done.
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#20
Sigmund Glacier

WIP

The iced versions are on top of each other, the totally frozen one is the top layer while the one with the brown rock walls is completely covered.
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#21
More forest stuff:
Toxic Lands, Forest of Rem, Lost Forest, Great Forest - all WIP.

Also Sigmund Glacier is done and its transparent overlay was only rippable with vSNES. This also means that all mountain exteriors are done (Thor Volcano, Mantra Peak, Delphi Mountain, Sigmund Glacier).
Furthermore, I have the feeling that the dungeon layers have to be done exclusively with vSNES, since bsnes-rawpalettes can't change background colours. I can use the latter one for the assembled ingame versions, though.
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#22
Forest maps are nearly done:

Lost Forest
Forest of Rem
Sacred Forest
Toxic Lands
Toxic Lands (Purified)
Great Forest

I approached them by using a custom opacity for the shadow layer. I created a new layer for the map, merged the leaf canopy shadow by using the multiplicator mode and set the opacity to 50%.
To be honest, this looks even better than the ingame original, which is more greenish. Post #2 in this thread shows the Sacred Forest ingame, if you compare it with my submission on the site, you can see why it looks better. Also the map is cut off in bsnes-rawpalettes and I can't recreate the opacity the devs used for the cut off parts. vSNES also doesn't show transparency merged with tiles.

Edit: All finished.
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#23
Final world map:
Background layer. For me, it's actually easier to map a border instead doing it from top to bottom in one go.

Edit: Progress:
Edit 2: Done
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#24
world map
layers
blend mode: screen
opacity: 100%

still needs:
meifa's statue before departing
polluted water palette & bg
world map palette for waves at the stone borders (polluted)
sigmund glacier palette (frozen)
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#25
World Map Day 08-10 and 10-15 are done, also did the exit for the passage between Hidden Village & Great Forest.

I also decided that I won't do the rest of the overworld towns and their interiors, I want to focus on ruin and castle interiors + caves.
Since bsnes-rawpalettes uses a kinda similar bg colour, maybe I do part of them with vSNES? Not sure, but I guess I will eventually find an approach on how to rip them.
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#26
Some WIPs, ripping the whole map first before I start on the layers to determine the workload:
Tuhla Ruins, Undersea Pyramid & Undersea Palace are next and also the last ruin structures.
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#27
All WIP, next are castle structures.
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#28
WIP
Eremias' Mansion, Cryunne Castle, Lago Stone Research Lab & Danelf Coliseum / Tower of the Valiant are next.
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#29
WIPs
Next are Rudra Cult Base, Museum of Magic, Statue of Meifa (Crater Area) and the area near Deep Sea Trench in Riza's scenario.
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#30
More WIPs
As far as I remember, there are at least two other areas with this kind of tileset, which are all endgame content (shortly before you fight Sodom / Saizou 2).

I'll get them and then I decide if I do layers or just tilesets.
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