Staredit Network > Forums > SC1 Terrain > Topic: Ruins Blend
Ruins Blend
Jan 7 2010, 8:33 am
By: qPirateKing  

Jan 8 2010, 9:00 pm xYoshix Post #21



Howler, it looks reeealllly blocky. The front walls could be improved much more. Also, the back doesn't really look like as if it is lowering in elevation.

Here's some terrain from my rpg that is similar to this. CityScape



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Jan 8 2010, 9:48 pm qPirateKing Post #22



The following scene is something I made a couple of months ago. I would never use it in a map because of how blocky it is, but I submit it now for your edutainment.


Has anyone tried using the original blend? Have you encountered the in-game flaws yet?



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Jan 8 2010, 10:37 pm lil-Inferno Post #23

Just here for the pie

I should check my pants after having seen that.




Jan 9 2010, 12:18 am Falkoner Post #24



Dude, I have to agree with Inferno, I looked at that and:




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Jan 10 2010, 1:47 am xYoshix Post #25



I'm using this in place of my old method in my rpg :O



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Jan 10 2010, 2:16 am Howler Post #26





better?


also, I've been messing around with different types of walls, what do you guys think?



Post has been edited 1 time(s), last time on Jan 10 2010, 2:38 am by Howler.



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Jan 10 2010, 3:04 am DavidJCobb Post #27



Blend 1 is still blocky, Howler, particularly the back walls. Blend two is also blocky, but I still like its southwest wall. A few modifications (though I'm not sure what they'd be) and you'd have a pyramid (or truncated pyramid) structure.



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Jan 10 2010, 3:37 am Rantent Post #28



qpk, are there height/vision issues ingame? (It would seem that looking from the upper part down might prove difficult.)
Looks good though, I might just use it...
Interior!
[attach=5406]
I know, terribly blocky.

Attachments:
temple Interior.jpg
Hits: 0 Size: 59.33kb



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Jan 10 2010, 4:03 am Howler Post #29



Ratent, those are some pretty sexy walls. I tend to overlook blockiness (mostly because blockiness will almost always occur) and see the artistic part of blending.



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Jan 10 2010, 6:09 am stickynote Post #30



The walls aren't that blocky in game, only the back side is, but that's not easy (or possible?) to fix.



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Jan 10 2010, 11:34 pm samsizzle Post #31



wow rantent you could make an amazing diablo 2 map with those.



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Jan 11 2010, 12:48 am New-Guy Post #32



Quote
wow rantent you could make an amazing diablo 2 map with those.
This.

And, I'm wondering if anyone knows which tiles qPK used to make this blend....? I don't recognize them at all, and I have no idea where to find them.



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Jan 12 2010, 1:19 am payne Post #33

:payne:

Quote from samsizzle
Payne are you talking about yoshi's city in FM?
You were right ;)
Quote from xYoshix

Well, this topic is turning out really well. Nice blends in here :)



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Jan 12 2010, 2:15 am Howler Post #34



Quote from New-Guy
And, I'm wondering if anyone knows which tiles qPK used to make this blend....? I don't recognize them at all, and I have no idea where to find them.

I shot you a PM.



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[2024-5-20. : 3:08 pm]
Sylph-Of-Space -- woah! nice! thank you!
[2024-5-20. : 4:05 am]
O)FaRTy1billion[MM] -- the setting exists, it's just hidden in a weird place
[2024-5-20. : 4:04 am]
O)FaRTy1billion[MM] -- instead change "Microtile Overlay" to "Impassable"
[2024-5-20. : 4:04 am]
O)FaRTy1billion[MM] -- er, wait, idk why i was looking for height
[2024-5-20. : 4:03 am]
O)FaRTy1billion[MM] -- below the minimap should be a thing that says "Overlay Settings" with a little + button in the corner, press the + to expand it, uncheck Use Defaults, then change "Tile Overlay" to "Height"
[2024-5-20. : 3:57 am]
Sylph-Of-Space -- Unless I'm dum (possible)
[2024-5-20. : 3:57 am]
Sylph-Of-Space -- It would be so so so nice if SCMDraft had some kind of dedicated "walkability" view for the tilesets.
[2024-5-20. : 3:53 am]
Sylph-Of-Space -- :'( dont cry for me cat-gentina
[2024-5-19. : 9:18 pm]
Ultraviolet -- 🔪🐈
[2024-5-19. : 12:34 pm]
NudeRaider -- curiosity kills the cat!
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