grow Viridian Forest real trees, stumps and signs

The forest was raw detector output: ragged mixed-height tree boxes
with 0px rim collars, stump rows fused into crate walls, and signs
broken by the $32 water-fallback trap. Every tile of the tree drawing
and the stumps now takes the per-cell voxel hull the border forest
wears (a tree's four quarter-hulls tile into one lumpy canopy), signs
take the signpost slab, and the white filler is flat ground.
This commit is contained in:
DramaticShape
2026-07-27 01:30:40 -04:00
parent 7b727aa684
commit d94b4dcf75
2 changed files with 43 additions and 0 deletions
+18
View File
@@ -4,6 +4,24 @@
### Added
- **Viridian Forest grows real trees.** Nearly everything drawn in the
forest is ROUND, and the detector was boxing all of it: the big trees
came out as ragged mixed-height volumes (their sparse canopy-rim
tiles read 0px against 32px bodies, leaving gap-toothed hedge walls),
the stump rows merged into 16px crate walls wearing folded stump art,
and the trail signs were broken piles -- their $32 tile is the
water-fallback trap and recessed into a pond lip in the middle of the
woods. All of it is now profile-pinned to the treatments the rest of
the world already uses: every tile of the tree drawing (ball, rim
wisps, feet) and the stumps take the per-cell voxel HULL the overworld
border forest wears -- a tree spans 2x2 cells, so its four
quarter-hulls tile into one big lumpy canopy, and each stump becomes a
round bollard; the signs take the standing thin-slab `signpost`
treatment every town sign gets; and the white sparkle filler inside
the tree masses is flat ground instead of an invisible zero-height
box. The whole map now resolves to hulls, signs, ledges and ground --
a detector sweep finds no stray boxed column anywhere.
- **Flowers stand up, and keep swaying.** The animated meadow tile
($03, the one tile the overworld animates by frame rewrite) now
renders as a billboard one voxel deep: the drawing's darkest tones
+25
View File
@@ -178,8 +178,33 @@ return {
CAVERN = {
ledge = { 5 },
},
-- Viridian Forest. Nearly everything drawn here is ROUND, and the
-- detector was boxing all of it: the big trees came out as ragged
-- mixed-height volumes (their sparse canopy-edge tiles read 0px,
-- their bodies 32px), the stump rows merged into 16px crate walls
-- wearing folded stump art, and the trail sign was a broken pile --
-- its $32 tile is the water-fallback trap and recessed into a pond
-- lip in the middle of the woods.
FOREST = {
ledge = { 46 },
-- the big trees -- the ball ($05/$06/$15/$16/$25/$26), its rim
-- wisps ($04/$07/$17/$23/$24/$27) and its feet ($35/$36) -- and
-- the stumps ($02/$03/$12/$13): one voxel hull per 16x16 cell,
-- cut from the cell's own art, the treatment the overworld border
-- forest already wears. A tree spans 2x2 cells, so its four
-- quarter-hulls tile into one big lumpy canopy. Every tile of
-- the drawing is listed: the cell-rounding is per TILE, and a rim
-- tile left out keeps its detector reading -- which is exactly
-- the ragged 0/8/16/32px box collar the trees wore
cylinder = { 2, 3, 4, 5, 6, 7, 18, 19, 21, 22, 23,
35, 36, 37, 38, 39, 53, 54 },
-- the white sparkle filler inside the tree masses: flat, not an
-- invisible zero-height box
ground = { 0 },
-- the trail signs: the standing thin-slab treatment every town
-- sign gets ($32 pinned is also what lifts it out of the water
-- trap)
signpost = { 33, 34, 49, 50 },
},
-- Oak's Lab (the tileset also serves the Fighting Dojo and Lance's