I like it, though it needs better water and lighting settings.
Also, you can disable rendering of whole waterplane outside map on bumpwater by removing the waterplanecolor smd tag.
I made some dirt/rubble sea-bottom texture at first.
But after toying with watercolor I think it looks best,
if you just barely can not see the ground at all (adds illusion of unlimited depth). What do you think?
Removed Image.
Last edited by Frostregen on 13 Oct 2009, 17:10, edited 1 time in total.
one kinda funky thing... the "batteries" and those other little buildings, they look a bit soft and squishy... im guessing this was because there wasn't enough heightmap information for them in that file i sent... is there anything i can do to give you tiles with more heightmap resolution for those in specific?
i suppose the buildings also could be scaled up to take up a 2x2 tile instead of a 1x1... this requires more experimentation to be sure.
every other tile looks pro; i can't wait to give this new SME version a try.
Water settings from Core Prime (greenish glow near surface) are not possible without making the sea-floor visible.
Basically you:
-Make the water-base color green
-Use Water absorb to make it even more green and darker as it gets deeper
-use waterMinColor to keep the extreme green near the surface.
What I need would be:
green->"normal" water color->pitch black
Since my map only features a small amount of ramps, it would not add much anyway, just sacrificing the depth look. (Smooth land-water transitions are needed to show the green-surface effect. It looks best if this green border runs around the whole water-body. ->Useful for in-map water bodies only)