While implementing translucent tiles for our shard, I decided to do some research into the origins of the coast lines around the continents. These brown ugly tiles have had a lot of misinformation spread about them for quite some time.
From Raph Koster (Lead Designer of Ultima Online):
http://www.raphkoster.com/2010/11/24/how-uo-rares-were-born/
Just to be absolutely clear, these are the brown trenches he is refering to: ( I have deleted the top layer of water tiles using UltimaLive)
There are a few subtle things in the quote from Raph Koster that you should pay attention to. The first is that they used "translucent water objects over a trench close to the coast, then fading the translucency".
The first thing you should be thinking is that none of the water tiles you've ever seen on the official client have the translucent flag set. Checking back to client 1.0.25 and looking at the tiles and tile data, you can confirm that this is the case.
But the second key part of that paragraph that Raph Koster mentioned was "It was all for the sake of a cut feature: having some of the fish creatures visibly swimming under the surface in shallow water." The feature was cut before the game was released! Well that makes sense why the 1.0.x+ clients don't have translucent tiles - the feature was cut before release, and since there aren't any fish to swim around under the translucent tiles, may as well mark all the tiles as not translucent.
"Well that's a nice story Praxiiz, but I really think that Arx Obscura thought of it first." Maybe...... but it's hard to argue with a screenshot taken during Ultima Online Alpha:
Now that's odd looking water. Granted the jpgs aren't very good quality. I am going to see if I can get the alpha client up and running and take some real screenshots.
Now the question is how did they implement the "fading the translucency"? Was it implemented in graphics or in the client?
To anyone else making maps, if you're not using translucent water, I really hope you aren't digging out trenches around your continents...
From Raph Koster (Lead Designer of Ultima Online):
http://www.raphkoster.com/2010/11/24/how-uo-rares-were-born/
Raph Koster said:Water in UO had a painstakingly created depth effect on the coastlines, which was made by using translucent water objects over a trench close to the coast, then fading the translucency; once you were at a depth where the water was opaque, we switched to tiles. (I spent many hours filling in those objects, and wrote flood-fill code to place them all. You can faintly see the effect in the radar map here — a “halo” around the coastline). It was all for the sake of a cut feature: having some of the fish creatures visibly swimming under the surface in shallow water. But, sometimes a tile got missed, and there would be a “hole” in the water.
Just to be absolutely clear, these are the brown trenches he is refering to: ( I have deleted the top layer of water tiles using UltimaLive)
There are a few subtle things in the quote from Raph Koster that you should pay attention to. The first is that they used "translucent water objects over a trench close to the coast, then fading the translucency".
The first thing you should be thinking is that none of the water tiles you've ever seen on the official client have the translucent flag set. Checking back to client 1.0.25 and looking at the tiles and tile data, you can confirm that this is the case.
But the second key part of that paragraph that Raph Koster mentioned was "It was all for the sake of a cut feature: having some of the fish creatures visibly swimming under the surface in shallow water." The feature was cut before the game was released! Well that makes sense why the 1.0.x+ clients don't have translucent tiles - the feature was cut before release, and since there aren't any fish to swim around under the translucent tiles, may as well mark all the tiles as not translucent.
"Well that's a nice story Praxiiz, but I really think that Arx Obscura thought of it first." Maybe...... but it's hard to argue with a screenshot taken during Ultima Online Alpha:
Now that's odd looking water. Granted the jpgs aren't very good quality. I am going to see if I can get the alpha client up and running and take some real screenshots.
Now the question is how did they implement the "fading the translucency"? Was it implemented in graphics or in the client?
To anyone else making maps, if you're not using translucent water, I really hope you aren't digging out trenches around your continents...
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