| 05-11-2007, 11:43 PM | #1 |
Took a shot of some terrain I quickly put together to start getting the feel for it. Theres openings in the front right and sorta mid-left but its just a rough draft and with my map size i'll see how it affects the map. First time really terraining so go easy lol. ![]() Scaling is something I totalled just realized I left out lol. Thanx for pointing that out. |
| 05-12-2007, 12:08 AM | #2 |
You have some serious scaling issues. The stem of the plant is as big as the trees in the backround. |
| 05-12-2007, 01:10 PM | #3 |
A couple things: 1. Use more tile variation. 2. Tone down the brightness of the grass. 3. The way you've placed the grass is not very good, you can try spacing them out some more. (The clumps aren't really good.) 4. Change the scale of the grass to make it shorter and wider. (Or at least wider) |
| 05-13-2007, 09:25 AM | #4 |
I can't use much tile variation cause my map covers so much variation of area (forests,tundra, plains, scorched earth, idk i think ill just have to choose which area's i want and leave some out for more available tile sets. I can try all the rest though, I thought the grass looked pretty funky myself. I toned down the brightness alittle awhile ago but there still in the same spot and unmodified, i wish the W.E. would allow more tilesets. |
| 05-14-2007, 10:11 PM | #5 |
Some terrain i'm working on atm in my map. *reply-Dil999* Ugh, I just can't make it look natural :|. I think i'll just lay out my idea on the map and find some volunteer terrainers to work it out and give creds. |
| 05-14-2007, 10:46 PM | #6 |
The doodads need a more natural spacing. Right no there all evenly spaced, which makes it look unrealistic. |
| 05-15-2007, 02:01 PM | #7 |
Tile variation my friend. You need tile variation in your terrain to make it work. Look at your last SS you posted, it's entirely the sand tile. That needs to change. |
| 05-15-2007, 02:11 PM | #8 | |
Quote:
http://dictionary.reference.com/search?q=perspective |
| 05-15-2007, 07:37 PM | #9 |
Yes, and once you start using tile variation, that will help you with the more natural look. More 'fertile', grassy tiles will probably have more vegetation than the sandy ones, or different types, scaling, etc. |
| 05-15-2007, 07:49 PM | #10 |
Whitehorn, the trees would have to have been much farther away to make the plant look that big. Its changed now, and looks better. |
| 05-15-2007, 11:10 PM | #11 |
Thx for the replys and suggestions. *editI'll re-work them and add a couple extra shots in and around the tower if my homework gives me time.* |
| 05-17-2007, 12:29 AM | #12 |
Just use the 'shrub' doodad and sprinkle it around the base of trees and buildings, etc. It's what I do, and it looks fine. |
| 05-17-2007, 11:09 PM | #13 |
If you want a hugely wide tile variation in one map, it is possible that you can use triggers to change all the tiles manually. Sure, it will completely stall the map for a good 15 seconds and lag every player to high heaven during that time, but it's very nifty for campaigns. |
| 05-18-2007, 04:21 AM | #14 |
Yeah, but that does cause a lot of lag, but for a terrain map its worth it. |
| 05-20-2007, 09:49 AM | #15 |
hey, with school work flooding in the last week of school, I havent really had any time to mess with my terrain more .That idea for triggering terrian is pretty cool, I never thought applying a tileset using a trigger. I could probably use it for certain area's that would absolutely need it so there isnt to much at the beginning for the rpg map, |
