Staredit Network > Forums > SC1 Terrain > Topic: [ ] Kevin Tutorial 1 - Vision
[ ] Kevin Tutorial 1 - Vision
Sep 19 2009, 4:01 pm
By: l)ark_ssj9kevin  

Sep 19 2009, 4:01 pm l)ark_ssj9kevin Post #1

Just here for the activity... well not really

Quote
Terrain Vision:
Terrain vision is a problem that terrainers somewhat rarely face. This is because most extended terrain blend within their own terrain height, or elevation. However, some tilesets can have blends that cross the terrain height line. For example, the top corner bridge tiles are used to blend high dirt to dirt in Jungle. Another bridge tile can also blend with the corners of a Temple. While these examples have stable Terran Vision, some do not. We'll be looking at a piece and analyzing its vision problems.

To check vision, you can either play it on a map or use the Preview Fog layer on SCMDraft2.
Preview Fog


Now, let's use this blend as an example.
The Example

Blend wise, the piece is decent. Now, let's view the vision from different angles.

From the Top

The ghost, on dirt, cannot see the high terrain. This is stable vision.

On the Cliff

On the cliff, you can see everything from any position as long as you're on the High Dirt elevation. This too is stable vision.

From the Bridge

On the small bridge tile, the ghost can't see anything. This is because the bridge tiles are surrounded by High Dirt tiles, which are in different elevations. This is unstable vision.

From the Bottom

The ghost, on dirt, cannot see the high terrain. This is stable vision.


Reference page for Terrain Height
Unfinished.



guy lifting weight (animated smiley):

O-IC
OI-C

"Oh, I see it"


Sep 19 2009, 6:38 pm payne Post #2

:payne:

Maybe if you could mention the fact that using a units for each different player is a good way to test vision within SCMDraft2.
Good job with the rest. I hope to see the following of this article soon ^^



None.

Sep 19 2009, 9:14 pm Falkoner Post #3



Good example terrain :)



None.

Sep 19 2009, 9:54 pm The Starport Post #4



Neat thing to point out. The pictures alone tell the story pretty well.

Maybe you could briefly emphasize the significance of vision obstruction to gameplay, just to round it off.



None.

Sep 19 2009, 10:58 pm payne Post #5

:payne:

Quote from name:Tuxedo-Templar
Neat thing to point out. The pictures alone tell the story pretty well.

Maybe you could briefly emphasize the significance of vision obstruction to gameplay, just to round it off.
To do so, use a very used and known blend: the 4x2 (or 6x2) High Dirt spots in jungle on low ground.

EDIT:
Here is the blend I'm talking of:

Also, take a look at my Tile properties article, we have to mix this article and mine ;o

EDIT:
That reference about Terrain Elevation seems a bit out of nowhere. Introduce it by saying very quick like "Terrain elevation's theory is pretty simple: as long as your on the same elevation, you see the terrain of the same elevation layer and the ones under it. For example, in Jungle, when a unit is on "High Temple", it can simply see any terrain around him."
... or something like that :P

Post has been edited 3 time(s), last time on Sep 20 2009, 1:33 am by payne.



None.

Sep 30 2009, 1:43 am payne Post #6

:payne:

So, Kevin, you're saying you're too lazy? Come on :P



None.

Sep 30 2009, 9:49 pm l)ark_ssj9kevin Post #7

Just here for the activity... well not really

I'm busy, lazy, and to be honest I can't think of anything else to put. :c



guy lifting weight (animated smiley):

O-IC
OI-C

"Oh, I see it"


Oct 1 2009, 2:31 am payne Post #8

:payne:

Give us the code please.
Tuxedo, do you see anything to add to this article?



None.

Oct 1 2009, 3:02 am l)ark_ssj9kevin Post #9

Just here for the activity... well not really

Code
[quote][u]Terrain Vision: [/u]
Terrain vision is a problem that terrainers somewhat rarely face. This is because most extended terrain blend within their own terrain height, or elevation. However, some tilesets can have blends that cross the terrain height line. For example, the top corner bridge tiles are used to blend high dirt to dirt in Jungle. Another bridge tile can also blend with the corners of a Temple. While these examples have stable Terran Vision, some do not. We'll be looking at a piece and analyzing its vision problems.

To check vision, you can either play it on a map or use the Preview Fog layer on SCMDraft2.
[collapse=Preview Fog][img=http://i35.tinypic.com/e67qwy.jpg][/collapse]

Now, let's use this blend as an example.
[collapse=The Example][img=http://i37.tinypic.com/2nvxveq.jpg][/collapse]
Blend wise, the piece is decent. Now, let's view the vision from different angles.

[collapse=From the Top][img=http://i36.tinypic.com/2ry6jko.jpg]
Red[/collapse]
The ghost, on dirt, cannot see the high terrain. This is stable vision.

[collapse=On the Cliff][img=http://i33.tinypic.com/15x76nq.jpg]
Blue
[img=http://i33.tinypic.com/2i7y6nk.jpg]
Teal[/collapse]
On the cliff, you can see everything from any position as long as you're on the High Dirt elevation. This too is stable vision.

[collapse=From the Bridge][img=http://i35.tinypic.com/rrrzig.jpg]
Purple[/collapse]
On the small bridge tile, the ghost can't see anything. This is because the bridge tiles are surrounded by High Dirt tiles, which are in different elevations. This is unstable vision.

[collapse=From the Bottom][img=http://i36.tinypic.com/huj1vs.jpg]
Orange[/collapse]
The ghost, on dirt, cannot see the high terrain. This is stable vision.


[url=http://www.staredit.net/wiki/Terrain%20Type%20Elevations]Reference page for Terrain Height[/url][/quote]
Unfinished.

You could have just quoted the post, btw. :P



guy lifting weight (animated smiley):

O-IC
OI-C

"Oh, I see it"


Oct 4 2009, 2:20 am The Starport Post #10



Quote from payne
Give us the code please.
Tuxedo, do you see anything to add to this article?
Except for cross-referencing this in tutorials on relevant blending techniques (where elevation is a concern, of course), not really. Maybe you could cross-reference it in your Tile Properties tutorial for a clear example of the effects of elevation differences of individual tiles in a blend, or something.



None.

Oct 6 2009, 1:13 am payne Post #11

:payne:

I've mixed your article with mine. Look at my Tiles Properties article ^^



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