Some real nice looking maps (the desert on is a bit brown tends to blend the map objects together, I have a hard time seeing objects in pictures. Im prolly just going blind lol)
But a few questions. You said you had like 1000+ objects in the map. (I have yet to focus on the terrain)
How or what effect do those objects have on FPS for the average players?
When the map is ment to be a 3rd person view what is its effect?
Does the game have any built in objects for effecting what is drawn and what is not, like the oclusion objects for Far Cry 2?
whow really nice, i loved doing natural looking terrain in wc3. Project i'm working on (micro tournament) doesn't allow much terraining. Looking at your map really inspires, thanks for that.
These are really, really impressive. I've never seen such beauty dealing with in-game terrain before. I'm having a few problems, however. I'm working on a detailed single player RPG. I know they aren't too popular, but the idea is getting a "party" together like in the Final Fantasy games. I'll likely make a remake once I get it all done to incorporate 4 human players, but for now, I'm having trouble with Terrain height. The raised terrain by default looks too low. I want my mountains to look like yours... Mountains! Also, when I lower the terrain, I get this blue fog. Is there a way to get rid of it? And any other informational tips on how to create realistic-height mountains would be greatly appreciated.
Once again, exceptional work. Blizzard should have hired you instead, TP =p. I wouldn't ask my questions to someone I didnt think could answer them. Also, the other posters here also have insanely well done work, and I welcome any advice from you pro terrainers =)
ive posted these in a lot of threads but i guess they fit here too, im huge on height variation i dont think i use a single cliff in any of these
i dunno I guess I just prefer doodad-walls (like rocks) or natural height variation instead of cliffs, but they actually look alright in yours, you did a good job incorporating them
Hi I think you could achieve a mountains look using a ground texturing method I worked out linked below
You could use some big images, say of detailed rocks and crevices, even take something from google maps/earth and overlay it to make it look more mountainous. Also it should be possible with some custom tools I have seen to generate a heightmap or even take a heightmap from say google earth of a real mountain with valleys and water erosion pathways and put that into the StarCraft editor, then mix that with a texture and job done :-)
Naturally you are limited in resolution and it can add significant size to your map if you are not careful especially over the vast area you have planned for the mountain but I think you could do a nice job with it if you plan it right and use some blending methods method outlined in link below and using normal terrain texturing tools, I'll be looking into such methods and demonstrating it and the tools needed hopefully soon on my website/blog!
I got started on the Char tileset, but I can't find a great amount of 'junk' that'll fill the scenery. Also, 100% cliffs here going for a very jagged look, since I felt the geology and terrain was pretty volatile. Lighting wasn't something I'd approached yet, so I just quickly darkened things a bit, with some type of ash-like clouds going up in a few spots. Could use some tips on aesthetics, and, well, textures, cause that's pretty uniform at the moment.
I've a question, how do you shape the water to make it look more real (not square-like)? I've been playing with the editor for about 2 hours and i've not yet managed to figure out how to shape water in other forms than large squares :(. I started to believe that it wasn't possible to shape the water like the other terrain, but after watching your "jungle image(s)" in this forum i noticed that you guys managed to create rivers and lakes. Please tell me how to access this tool :D
Some real nice looking maps (the desert on is a bit brown tends to blend the map objects together, I have a hard time seeing objects in pictures. Im prolly just going blind lol)
But a few questions. You said you had like 1000+ objects in the map. (I have yet to focus on the terrain)
How or what effect do those objects have on FPS for the average players?
When the map is ment to be a 3rd person view what is its effect?
Does the game have any built in objects for effecting what is drawn and what is not, like the oclusion objects for Far Cry 2?
The SC2 engine handles really well. Its processing power is really impressive, i havnt had much lag with anything.
But as for 3rd person, this is a rough view of what the vision will look like.
The finished product would have the fog of war gradually 'fade out' the farther you would look, and ultimately turn black.
This will help the processing of computers with lower specs because it will not render ALL units/doodads at the same time.
I got started on the Char tileset, but I can't find a great amount of 'junk' that'll fill the scenery. Also, 100% cliffs here going for a very jagged look, since I felt the geology and terrain was pretty volatile. Lighting wasn't something I'd approached yet, so I just quickly darkened things a bit, with some type of ash-like clouds going up in a few spots. Could use some tips on aesthetics, and, well, textures, cause that's pretty uniform at the moment.
Ive always wanted to try the char tileset, so i made this one just for you.
Turned out pretty well for 5 minutes worth of work.
When dealing with cliffs i think its best to find the texture that best matches the color of the cliffs, in this case its 'Char Rock'.
And when dealing with doodads its best to match the theme of your map. It is sometimes necessary to use the 'custom color' option to mix and match the terrain to your doodads. For ex: The 'Operations' building in my other screenshots. Its pretty convincing to see it all as 1 building., but if i we to seperate it the doodads would be different colors and sizes. So i would replace all the ble crystals and but in the 'Char Crystal' and increase the scale.
Also a nice glow effect can be added the the crystals by using the omni lights that match the color f the doodad. This can be used with plants, fire, colored doodads, and much more.
These are really, really impressive. I've never seen such beauty dealing with in-game terrain before. I'm having a few problems, however. I'm working on a detailed single player RPG. I know they aren't too popular, but the idea is getting a "party" together like in the Final Fantasy games. I'll likely make a remake once I get it all done to incorporate 4 human players, but for now, I'm having trouble with Terrain height. The raised terrain by default looks too low. I want my mountains to look like yours... Mountains! Also, when I lower the terrain, I get this blue fog. Is there a way to get rid of it? And any other informational tips on how to create realistic-height mountains would be greatly appreciated.
Once again, exceptional work. Blizzard should have hired you instead, TP =p. I wouldn't ask my questions to someone I didnt think could answer them. Also, the other posters here also have insanely well done work, and I welcome any advice from you pro terrainers =)
An easy way around the blue fog at the bottom of the map is to change the base height when creating a map.
As for creating mountains or hills, you just have to incorperate terrain height, cliffs, and rock doodads of all sizes.
All of these terrains do look really nice.
I spent about a week working on mine for my Defense Map, but I have alot to learn still from the look of some of these screens.
Just finished the basic terrain layout for the canyon part of my map. It contains no doodads as of now. I used a temporary light setting just to show the elevation of the terrain.
Those are excelent!!! For anyone who wants to learn the basics of terrain. I recommend starting with the 'Mar Sara' tileset, the have great man-made and natural lookig textures. Also a wide variety or enviromental doodads and doodads that will match the theme.
Some real nice looking maps (the desert on is a bit brown tends to blend the map objects together, I have a hard time seeing objects in pictures. Im prolly just going blind lol)
But a few questions. You said you had like 1000+ objects in the map. (I have yet to focus on the terrain)
How or what effect do those objects have on FPS for the average players?
When the map is ment to be a 3rd person view what is its effect?
Does the game have any built in objects for effecting what is drawn and what is not, like the oclusion objects for Far Cry 2?
whow really nice, i loved doing natural looking terrain in wc3. Project i'm working on (micro tournament) doesn't allow much terraining. Looking at your map really inspires, thanks for that.
These are really, really impressive. I've never seen such beauty dealing with in-game terrain before. I'm having a few problems, however. I'm working on a detailed single player RPG. I know they aren't too popular, but the idea is getting a "party" together like in the Final Fantasy games. I'll likely make a remake once I get it all done to incorporate 4 human players, but for now, I'm having trouble with Terrain height. The raised terrain by default looks too low. I want my mountains to look like yours... Mountains! Also, when I lower the terrain, I get this blue fog. Is there a way to get rid of it? And any other informational tips on how to create realistic-height mountains would be greatly appreciated.
Once again, exceptional work. Blizzard should have hired you instead, TP =p. I wouldn't ask my questions to someone I didnt think could answer them. Also, the other posters here also have insanely well done work, and I welcome any advice from you pro terrainers =)
ive posted these in a lot of threads but i guess they fit here too, im huge on height variation i dont think i use a single cliff in any of these
i dunno I guess I just prefer doodad-walls (like rocks) or natural height variation instead of cliffs, but they actually look alright in yours, you did a good job incorporating them
wow man... that map looks amazingly well done. can't wait until you're map is released.
OMG what a awesome work, indeed blizzard blessed us with a kickass editor who let true artist take a step further in map making, double kudos dude Oo
As said before, that's some amazing terrain. I can't wait to sink my teeth into the editor.
That is very inspirational work man, I love it. You and the others in this thread give me some great ideas for my own mapping projects
I wait for the tutorial thanks! Keep me updated on that, I'll be looking for it!
Hi I think you could achieve a mountains look using a ground texturing method I worked out linked below
You could use some big images, say of detailed rocks and crevices, even take something from google maps/earth and overlay it to make it look more mountainous. Also it should be possible with some custom tools I have seen to generate a heightmap or even take a heightmap from say google earth of a real mountain with valleys and water erosion pathways and put that into the StarCraft editor, then mix that with a texture and job done :-)
Naturally you are limited in resolution and it can add significant size to your map if you are not careful especially over the vast area you have planned for the mountain but I think you could do a nice job with it if you plan it right and use some blending methods method outlined in link below and using normal terrain texturing tools, I'll be looking into such methods and demonstrating it and the tools needed hopefully soon on my website/blog!
Tutorial - How to create a ground super duper supertexture, and why you want to
I got started on the Char tileset, but I can't find a great amount of 'junk' that'll fill the scenery. Also, 100% cliffs here going for a very jagged look, since I felt the geology and terrain was pretty volatile. Lighting wasn't something I'd approached yet, so I just quickly darkened things a bit, with some type of ash-like clouds going up in a few spots. Could use some tips on aesthetics, and, well, textures, cause that's pretty uniform at the moment.
Very nice work :)
I've a question, how do you shape the water to make it look more real (not square-like)? I've been playing with the editor for about 2 hours and i've not yet managed to figure out how to shape water in other forms than large squares :(. I started to believe that it wasn't possible to shape the water like the other terrain, but after watching your "jungle image(s)" in this forum i noticed that you guys managed to create rivers and lakes. Please tell me how to access this tool :D
Thanks in advance.
Here's one of mine:
http://i248.photobucket.com/albums/gg163/Avrion/Sc2terrain3.png
The SC2 engine handles really well. Its processing power is really impressive, i havnt had much lag with anything. But as for 3rd person, this is a rough view of what the vision will look like. The finished product would have the fog of war gradually 'fade out' the farther you would look, and ultimately turn black. This will help the processing of computers with lower specs because it will not render ALL units/doodads at the same time.
Ive always wanted to try the char tileset, so i made this one just for you. Turned out pretty well for 5 minutes worth of work. When dealing with cliffs i think its best to find the texture that best matches the color of the cliffs, in this case its 'Char Rock'. And when dealing with doodads its best to match the theme of your map. It is sometimes necessary to use the 'custom color' option to mix and match the terrain to your doodads. For ex: The 'Operations' building in my other screenshots. Its pretty convincing to see it all as 1 building., but if i we to seperate it the doodads would be different colors and sizes. So i would replace all the ble crystals and but in the 'Char Crystal' and increase the scale.
Also a nice glow effect can be added the the crystals by using the omni lights that match the color f the doodad. This can be used with plants, fire, colored doodads, and much more.
An easy way around the blue fog at the bottom of the map is to change the base height when creating a map.
As for creating mountains or hills, you just have to incorperate terrain height, cliffs, and rock doodads of all sizes.
http://img245.imageshack.us/img245/2174/starcraft2map.jpg
http://img715.imageshack.us/img715/1862/starcraft2map2.jpg
I'm available to work on projects if you need a terrainer/designer/tester/coder. :)
One video can describe all those screenies ;)
@ Saltygrapes, amazing stuff dude. the amount of control you exert in fine-tuning those mountains must be excruciating.
my own stuff is a lot more conventional and blizzard-style, but this thread is definitely making me think in new ways. some examples:
http://static.sc2mapster.com/content/images/21/312/SC2_2010-05-25_22-29-23-71.jpg
http://static.sc2mapster.com/content/images/21/305/SC2_2010-05-25_22-06-21-40.jpg
http://static.sc2mapster.com/content/images/21/315/SC2Editor_2010-05-26_10-15-56-88.jpg
http://static.sc2mapster.com/content/images/21/314/SC2Editor_2010-05-26_10-15-28-17.jpg
@ChewableProzac: Go
All of these terrains do look really nice. I spent about a week working on mine for my Defense Map, but I have alot to learn still from the look of some of these screens.
those are really good, especially the first one. &really lovin the prop usage on the mar sara ones ^^
Just finished the basic terrain layout for the canyon part of my map. It contains no doodads as of now. I used a temporary light setting just to show the elevation of the terrain.
Tell me what you think. :]
Those are excelent!!! For anyone who wants to learn the basics of terrain. I recommend starting with the 'Mar Sara' tileset, the have great man-made and natural lookig textures. Also a wide variety or enviromental doodads and doodads that will match the theme.