In general, I've found that it's best to lay down solid blocks of the different sections of terrain next to each other, like this:
And then do blending to make sure you get solid cores of textures in the right places:
Make sense?
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That looks nice. Maybe missing a bit of Height variation (reduce it inside the road itself).
Not sure in what way it is different to blend then to place terrain with the 'Noise' brush to obtain the borders or your road.
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That looks nice. Maybe missing a bit of Height variation (reduce it inside the road itself).
Not sure in what way it is different to blend then to place terrain with the 'Noise' brush to obtain the borders or your road.
That tends to leave ugly-looking holes. I could make some examples of it done the other way if you want me to.
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Magic box god; Suck it Corbo
I had an attempt at a simple terrain for wc3 but i cant upload it to tinypic because of the format. It's my first attempt at anything mapping related but it was exciting , dont bash it too hard k?
Attachments:
Download IrfanView or Photoshop and save this as .png or something? :S
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Download IrfanView or Photoshop and save this as .png or something? :S
I'm not sure if WC3 fits here, but I uploaded his attachment anyway.
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Everything was quite simple back when I didn't have a 5770. Nevertheless, here are those other screenshots you requested.
Solid Core Texturing, stage 1:
Solid Core Texturing, stage 2:
Solid Core Texturing, height modification added:
Non-SC Texturing, obvious work needed:
Non-SC Texturing, after having some work done:
There are definite quality differences imo. I don't suppose it really matters a whole lot, but I find that Solid Core Texturing is less work-intensive and is overall prettier unless you need some kind of blend of two textures.
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Pissed at how big doodads are? Select one, hit enter, and you can choose how far to scale it in any of the axes - x, y, or z. Very useful for making extremely thin, extremely tall trees, or extremely short, extremely fat trees, or what have you. 1% to 500%. You could even make an entire forest of 1% trees to carpet an area - custom three dimensional texturing, anyone?
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What really bugs me are all the horizontal/vertical ramps in melee maps. There is only one SC1 map that i've
ever seen with non-diagonol ramps (Heartbreak Ridge), and the only reason it was acceptable, I think, was because you weren't able to build on the upper level of the cliff.
Ramps need to go in a diagonol direction. This is not Warcraft, sorry.
There really needs to be a tutorial for proper SC2 melee maps ><.
edit: forgot to add a space after the underlined word
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anyone has any idea on how to make SC2 terrain out of image like in SC1 ?
I wanna make a world map terrain for diplomacy map for SC2 and I am currently has no idea... about this gax
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anyone has any idea on how to make SC2 terrain out of image like in SC1 ?
I wanna make a world map terrain for diplomacy map for SC2 and I am currently has no idea... about this gax
Farty made a tool for this, afair.
->
http://www.staredit.net/233758/
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Great thread payne... I'm bookmarking this, i hope you update this in the future
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Great thread payne... I'm bookmarking this, i hope you update this in the future
The subtitle says "Requires Community's help!"
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NECRO TIME!!!
Reducing the size of palm trees (Tree - Bel'Shir) and lowering their height creates good ferns
Good, but does it become unwalkable (blocks units)??
Also, has anyone found more texture blends that can make the terrain feel more natural?
Especially if you want to make natural textures paths
like this for e.g.
(obviously this isn't natural)
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Reducing the size of palm trees (Tree - Bel'Shir) and lowering their height creates good ferns
Good, but does it become unwalkable (blocks units)??
No. Unless you remove pathing on the area where the tree is placed.
Also, has anyone found more texture blends that can make the terrain feel more natural?
Especially if you want to make natural textures paths
like this for e.g.
(obviously this isn't natural)
Texture blends? It depends on what tileset you want to use in the first place. I was able to do some good blending with various grasses and dirts, but given how many tileset there are to choose from, listing all the texture blends seems tedious.
Currently Working On: My Overwatch addiction.
Another problem.
Doodads under the "Cliff" subset..
How do you place them?
And how Do you section off an area as unwalkable?
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Doodads under the "Cliff" subset..
How do you place them?
Place them on the sides of raised terrain. Or place them normally, double click them, and change the height.
And how Do you section off an area as unwalkable?
Pathing.
Currently Working On: My Overwatch addiction.
In order to do this your going to need to save both maps as editor component lists. Now you should have two folders where you saved the maps. (named what you save them as.) Open the one that has the terrain and copy the following files. Minimap.tga, Objects, Objects.version, and Anything that says t3 as a prefix. Paste and replace those files in the folder with the data and triggers. Now open the data and triggers component's list in th editor. You should now have the terrain. Save as a normal map file.
All credit goes to Kerensky he came up with this idea
This worked
Please update OP.
@Cliff Doodads
That doesn't seem to really work but i'll try again.
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