| 02-17-2007, 03:55 PM | #1 |
I need suggestions of using what tileset/variation/how use of them for mountains, if there's a tut or w/e out there, i've alrdy tried search function with 10 different key words. :( |
| 08-09-2007, 01:57 AM | #2 |
I start off with ashenvale for "natural areas" that gives me the bare cliff and the grassy cliff. Then I use the (from left to right) Ashenvale dirt and rough dirt. Dalarian ruins gray marble Sunken ruins rought dirt (which looks like cobble stones) One of the stone tiles (usualy the whitish one from ashenvale) Then my grasses The light clumpy grass, the dark clumpy grass (I do not recall what sets) followed by grassy dirt ((ashen vale) lastly I use sunken ruins sand. Mountains have three key features which should govern how you use terrain textures. Steep mountain sides, Rocky peaks and valleys. Steep mountain sides should be a blend of a rock and a dirt perhaps with a bit of grassy dirt or sand tossed in. It is tedious but worth the effort if you use the tiniest tool size and go diagonally with one sand or grassy texture making a line. I use the rock chunk doodad. I make a custom copy, covert it to either pathing blocker or ramp. I increase its limitations. as you know holding control while pushing the page up key or the page down key will change the height of the doodad you have selected. I sue rock chunk for "straight" passages (scroll through the variations) and use one of the large rocks (customized for greater size) for rounder passages. I have done very extreme size of these for "cliffs" setting most of the doodad back from the "wall" and lowering it until the top is barely below the top of the mountain/hill this ends up with only one part of the rock showing, the rest is hidden in the hill/mountain side. Set a few of those side by side and you can make sheer cliffs. Natural arches can be used in similar method, but instead of reaching up and down the whole side of the mountain you can make "bands" of rock setting one arch slightly behind the other. Grey marble can be set under neath patches of other tiles that are to the right of it - adding lines of darkness or rocky outcrops of bed rock. a single touch of blight can change a texture in ways that may be helpful, you have to try different things. I like to kill a tree with a spot of blight, adding variety to the look of a "forest" or wood lands. If you are looking for a touch of snow but do not want to use a snow tile, then the white marble does in a pinch. Customize water fall, giving it extreme size variations plop one, select it, hit enter and strech its z, decrease its X and y - depending on which way it faces. you can make a "trickle" of water fall for extreme drops or cliff sides. for walking areas you could make a rock chunk without a pathing map, sinking into the ground to where the top is just above the terrain surface. I find that plopping a unit first gives me a better idea of how it will look in a game. Unfortunately only flat terrain works best for a slab of walkable rock in a game since the unit will walk on the ground which is below the surface of the doodad. |
