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Awesome terraining techniques

10-22-2003, 01:28 AM#16
JaGuaR
I'll post mine if someone tells me how to get tga. files on the site or how to convert them into gif or jpg and actually work.
10-22-2003, 01:39 AM#17
Crimsongg137
um do u have photo shop?
10-22-2003, 01:47 AM#18
JaGuaR
yup
10-22-2003, 02:31 AM#19
Roderick
btw, mech sheep, nice trees
10-22-2003, 02:45 AM#20
Roderick
here's a human town, not yet completed (props and villagers are missing)

What's here to see is the scale and some models:

I guess you can se a few units over there, a paladin or an Arthas, so you can see that the castle at the back can fill the full screen with the standard view.

Notice the farm model, when resized to 3.00 it looks nice!! High quality! I thought it might add some nice french housing to the city. Also, the Altar of Kings makes a nice doodad when resized to 2.5 to 3.0.

I'm also using fake stone walls (no pathing, resized to 2.5) so they can be rotated in any direction. Pathing blockers should do a bit later.
10-22-2003, 03:10 AM#21
Crimsongg137
terrain is so hard but i have time for it so that makes me happy:ggani: :hammer: :dance: :dance: :dance:
10-22-2003, 03:10 AM#22
Supra God CrK
to turn a .tga into a jpeg open it with photoshop than hit save as and select .jpeg from the drop down menu. simple as that.

at any rate rodderick you have the best terraining i have ever seen. your cliffs are freaking marvelous. my terrain is ok but i am still working on my doodad placement and such. also....how did you get the troll hut thing to go inside of the mountain...if i tried to do that it would just go half way up it instead of going into it.
10-22-2003, 03:58 AM#23
Roderick
Thnx Supra God. About the troll hut, just place it in the middle of the cliff and press Pg. Down while holding Ctrl. It should lower it, or change the pathing for something smaller than the model, so the model will tresspass anything.
10-22-2003, 04:19 AM#24
dataangel
How about some actual discussion of terrain techniques instead of just screenshot posting? ;)
10-22-2003, 04:22 AM#25
Roderick
yeah, authors should post the details they want others to see...
(I guess that includes me)

Well, any tip is always appreciated. Let's start editin posts for tips and descriptions....
10-22-2003, 04:24 AM#26
Draco
Using elevated terrain is a must. Flat looks boring. Lots of doodads. 4000-8000 for multiplayer and hopefully 7000+ for single player.

Of course that depends on the map.

Also, the right sky, and eviorment lighting, etc. is also good. Try to make every area good enough to post in your 1337 screenshots thread () so you actually have to decide which ones to post because they are all good.

That means no boring areas.

Example of house (Note, map border never shown)
Doodads = Good
Not Flat Terrain (and DK's sky)
See, this pic just wouldn't be the same without the sky...
10-22-2003, 04:45 AM#27
FyreDaug
Onlooking river
Overlooking bridge
Viewing waterfall through trees
Onlooking a waterfall

For Dark Crescent

Just some things I whipped up, they still need some work, but that was my shot at it.
10-22-2003, 04:56 AM#28
Roderick
FyreDaug's are pretty nice! I like the foggy effect.

I'm attaching another one. It's from the trabajuando map I attached in a recent post.

It showes a river and A LOT of enviroment doodads.

A very important thing to me is how you put the trees. They have to be 100% bigger to aqquire a realistic feeling. It really gives the feeling its Wow
10-22-2003, 05:17 AM#29
Dragon
How did you make those trees? From the UI/Glues/Whatever, right? How do you get the trees from those?
10-22-2003, 06:08 AM#30
Draco
Fixed my links (2-3 posts up). They were linkin to weird places...


Roderick's trees are just Ashenvale Canopy Trees. THey are in the regular editor right next to the Ashenvale trees.