New Map - Trojan Hills v02 - Page 2

New Map - Trojan Hills v02

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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: New Map - Trojan Hills v01

Post by 1v0ry_k1ng »

if I send you a texturemap can you terrace it for me? I cant figure out how to import heightmaps to worldbuilder, and I dont have carrara :(

is there any.. lower tech way of drawing terraces onto texturemaps?
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: New Map - Trojan Hills v01

Post by Beherith »

I might not have been clear on this. I added terraces to the heightmap, since I know of no way to do it to an already made texture.

Also, Im not using worldbuilder (Arghs app), but world machine. World machine can import heightmaps through the file import node.
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Re: New Map - Trojan Hills v01

Post by 1v0ry_k1ng »

sorry, I meant world machine. I havnt figured it out yet.

yeah, i figured you added terraces to the heightmap and then the program appying the texture places a diffrent texture on the steep parts of the terrace. no way to do it to a ready made texture?
bummer :(
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Re: New Map - Trojan Hills v02

Post by 1v0ry_k1ng »

v02 released, updated textures and lighting- no more default cliff texture ^_^
wind also increased, start areas flattened etc
new screenshots in first post.
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Umrug
Posts: 141
Joined: 27 Nov 2006, 12:57

Re: New Map - Trojan Hills v02

Post by Umrug »

Good. Goes into the eternal list of good maps :) No, really good :) (just this tiny-winy problem that top left and down-right startpositions can only build solars in half of their base but meh)

Go 1v0ry_k1ng!
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: New Map - Trojan Hills v02

Post by Pxtl »

Looks fun - would like to try it.

The texture is a little bland. Either spice it up, or make use of the blandness to do some hardcore tiling and get it down below a meg.
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Re: New Map - Trojan Hills v02

Post by 1v0ry_k1ng »

its a mix of about 6 diffrent textures, mottled and sunburnt on the higher ground, so the ground does not have the same texture in any given place- maybe your just going off the screenshots, but if you have a gander ingame you'll notice the texture is pretty varied. its not tileable.

how would you 'spice it up'? besides terracing etc, giving the ramps etc diffrent textures really didnt look good when i tried it
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: New Map - Trojan Hills v02

Post by Beherith »

Just out of curiosity, did you try to compile and test in spring with the texture I made you? If yes, what did you like/dislike about it?
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Re: New Map - Trojan Hills v02

Post by 1v0ry_k1ng »

I sure did, I was considering releasing it with your texture instead, but in the end I decided I to use mine even though yours had all the sexy terracing. your texmap was incredibly green and I was going for an arid, mountainous plains look- and on your tex even the lower areas below the cliffs were grassland. I didnt think the green looked all that pretty so it was a bit of an offput. also, I didnt like the cliff texture you used, and the vertical crinkles around cliffs didnt really look right.

Ive been thinking i might try blending the two texturemaps together- ie, have two layers, yours underneath, and make mine transparant in areas so it blends with yours- this would potentially let me nick your terracing- but id have to mess with the colouration of your tex first so it dosnt bleach parts of my map green
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smoth
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Joined: 13 Jan 2005, 00:46

Re: New Map - Trojan Hills v01

Post by smoth »

1v0ry_k1ng wrote: I cant figure out how to import heightmaps to world machine
under generator, file input.
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