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
v02 released, updated textures and lighting- no more default cliff texture ^_^
wind also increased, start areas flattened etc
new screenshots in first post.
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)
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
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