Staredit Network > Forums > SC1 Terrain > Topic: Random Badlands Stuff
Random Badlands Stuff
Jul 12 2016, 8:49 pm
By: Sie_Sayoka
Pages: 1 2 34 >
 

Jul 12 2016, 8:49 pm Sie_Sayoka Post #1



Since I'm working on terrain right now for my map I'll share what I have. I'll keep on posting stuff later that looks good.



Asphalt to high dirt blend. Added a split into dirt as well.



A variety of overpasses.



Prototype for a Nimitz Class aircraft carrier.



None.

Jul 12 2016, 9:00 pm NudeRaider Post #2

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Sie_Sayoka
Asphalt to high dirt blend. Added a split into dirt as well.

Wat? Looks super unrealistic. I don't even get what you're trying to do there. I get it now.

Quote from Sie_Sayoka
A variety of overpasses.



Prototype for a Nimitz Class aircraft carrier.
Badass! :w00t:

Post has been edited 1 time(s), last time on Jul 13 2016, 10:44 am by NudeRaider.




Jul 12 2016, 9:05 pm Sie_Sayoka Post #3



Thanks. What part looks unrealistic?



None.

Jul 12 2016, 9:08 pm Pr0nogo Post #4



Nude, you quoted the overpass picture with the asphalt-to-dirt blend's tagline. The overpasses aren't what Sie was talking about.




Jul 13 2016, 10:45 am NudeRaider Post #5

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Sie_Sayoka
Thanks. What part looks unrealistic?
The part where I wasn't realizing the next image started.




Jul 13 2016, 12:47 pm Oh_Man Post #6

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Haha I don't often see badlands usage but damn that aircraft carrier is sexy AF.




Jul 14 2016, 3:03 am Sie_Sayoka Post #7





Transitions to water.



Structure transitions.



Tram ideas.



Telephone booths and traffic light.



None.

Jul 14 2016, 3:27 am Pr0nogo Post #8



Looking good! I like the water transitions the most. Very useful for closing the gap between high ground tiles and water.

For high dirt, there are more natural-looking ones that you can replicate by using the same tiles as this jungle map.






Jul 14 2016, 4:24 am Sie_Sayoka Post #9



Thanks. I'm working on a city map so I wont be able to use those for every occasion unfortunately.



Structure to structure.



High dirt to asphalt.



Asphalt to high dirt.



Walls.



Arleigh Burke-class destroyer prototype.

Post has been edited 1 time(s), last time on Jul 14 2016, 9:04 am by Sie_Sayoka.



None.

Jul 14 2016, 10:58 am Oh_Man Post #10

Find Me On Discord (Brood War UMS Community & Staredit Network)






Jul 14 2016, 12:01 pm xnikozx Post #11



Awesome



None.

Jul 15 2016, 12:41 am Sie_Sayoka Post #12





Destroyer v2.

I'm going to be working on the terrain placement now so there wont be that much stuff after this post. I've attached a map file if anyone wants to use this for future reference.

Attachments:
badlands terrain.scx
Hits: 12 Size: 119.82kb



None.

Jul 15 2016, 1:01 am Dem0n Post #13

ᕕ( ᐛ )ᕗ

HOW THE FUCK LMAO




Jul 15 2016, 1:45 am Pr0nogo Post #14



Rough around the edges, but unfortunately that's probably unavoidable. Really good work overall.

Looking forward to seeing what you use this for.




Jul 15 2016, 1:48 am lil-Inferno Post #15

Just here for the pie

Really cool stuff. Badlands was always underused. You may want to take a look at Tux's Badlands blends which has some interesting blends (like raised canal and dirt overpasses) if you don't feel like reinventing the wheel.

I noticed you made a subway train, so here's a subway station made by roryfenrir that I dug up. You could take inspiration from it:





Jul 15 2016, 2:08 am Sie_Sayoka Post #16



Thanks. Those look good. I wish I could just spam traps without worrying about limits.



None.

Jul 15 2016, 5:23 am Pr0nogo Post #17



There are plenty of limit expanders that work on 1.16.1. No reason you can't just use one of those.




Jul 15 2016, 6:37 am Sie_Sayoka Post #18



They allow more units/sprites within games?



None.

Jul 15 2016, 7:37 am Pr0nogo Post #19



Yeah, I'm sure you can look (or ask) around for more information/download links.




Jul 15 2016, 6:29 pm Roy Post #20

An artist's depiction of an Extended Unit Death

Quote from Sie_Sayoka
They allow more units/sprites within games?
Quote from Pr0nogo
Yeah, I'm sure you can look (or ask) around for more information/download links.
Object limits plugin.




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[02:00 pm]
NudeRaider -- You are undead, why wouldn't you and your creations (GPTP) exist as (in) graves? I don't get why this needs fixing.
[01:58 pm]
UndeadStar -- I don't know in how many people imagination me and/or my GPTP existed as graves, but this will finally be fixed now that I've made the online code available
[10:26 am]
NudeRaider -- I can't say but it sounds plausible. You'd still have the problem with the palette.
[10:25 am]
Oh_Man -- it's not like the pixels themselves are inherit to one tileset or another.
[10:24 am]
Oh_Man -- Couldn't you redefine all the tiles from the other tilesets to be read as part of just one tileset instead of multiple perhaps
[10:16 am]
NudeRaider -- *make new tiles
[10:15 am]
NudeRaider -- The map structure only ever recognizes one tileset at a time. So you'd have to define your own map format then make an .exe that can load such files. I don't think it's ever been done; it sounds like a lot of work. What's commonly done with modding is creating a new tileset. Then you decide which tiles go in there. You can also make new ones. You will probably also have to create a new palette as the different tilesets share only part of their colors. Finally entering speculation territory you could maybe use EUDs to dynamically change the graphics of certain tiles. Not sure if it's possible, but if it is, you better make a topic for it.
[04:11 am]
O)FaRTy1billion[MM] -- no, that's not a thing you can do without modding the game
[03:56 am]
youarenotworthy -- I forget, did starforge ever allow you to mix tilesets?
[03:44 am]
O)FaRTy1billion[MM] -- use scmd or NudeRaider
NudeRaider shouted: You are right, however, in that the Remastered *graphics* are just a skin are interchangeable, even midgame. Skinability being another new functionality. Anyways, for tools that rely on the original mpqs you will have to obtain a legacy version of sc.
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