I'm working on a map that makes use of a random generated terrain. This is what I've come up to. I'm still not satisfied with the shore lines, but I can't find any doodad to simulate them. Any suggestions?
Hmmmmm..... creep model changed with texture? No idea... I might look into a "random" map generator for some of my projects too because they rely heavily on replayability to be popular.
Basically I fill all the cells in the map with invisible units. You could do it without units, by just creating actors, but I need them as I want to be able to modify the terrain height through spells. Then I attach a terrain deformation actor, aswell as some random doodads, on these units.
I generate the terrain by filling every cell in the map with the units in a spiral patern. I make sure the new generated terrain cells keep the height gradient from surrounding cells, so the terrain looks smooth.
The terrain uses static textures. I've just painted the base terrain with different textures. The creep thing is a good idea, and I'll try to use it for changing the textures of the seabed.
The foliage tool is kinda like that friendly stranger that offers you candy. It might seem like a good idea at first but once you come too close you'll have to bend over.
I'm not using the foliage tool in this map. Modifying height will cause foliage to disappear, so I'm just placing some doodads on the terrain deformer actors.
I'm working on a map that makes use of a random generated terrain. This is what I've come up to. I'm still not satisfied with the shore lines, but I can't find any doodad to simulate them. Any suggestions?
@IliIilI: Go
Umm... how did you get randomly generated terrain?
Messing with the water texture roughness might fix it.
@Nebuli2: Go Probably with terrain deformation actors.
@Exaken: Go
But he has terrain textures...
@Nebuli2: Go
Hmmmmm..... creep model changed with texture? No idea... I might look into a "random" map generator for some of my projects too because they rely heavily on replayability to be popular.
@Reaper872: Go
I thought I saw more than two textures though...
Can we download that map from somewhere to inspect it?
Basically I fill all the cells in the map with invisible units. You could do it without units, by just creating actors, but I need them as I want to be able to modify the terrain height through spells. Then I attach a terrain deformation actor, aswell as some random doodads, on these units.
I generate the terrain by filling every cell in the map with the units in a spiral patern. I make sure the new generated terrain cells keep the height gradient from surrounding cells, so the terrain looks smooth.
The terrain uses static textures. I've just painted the base terrain with different textures. The creep thing is a good idea, and I'll try to use it for changing the textures of the seabed.
@IliIilI: Go
How do you handle the pathing, though?
I use units, so I can make them block the pathing.
PD: I added some "creep" on the seabed:
The foliage tool is kinda like that friendly stranger that offers you candy. It might seem like a good idea at first but once you come too close you'll have to bend over.
I'm not using the foliage tool in this map. Modifying height will cause foliage to disappear, so I'm just placing some doodads on the terrain deformer actors.