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 put mine to Medium ( I run in OPENGL on Mac) and it worked still, though it did lockup for a good few minutes after I changed settings, dunno if thats just cus it's opengl or my super sized decal lagging it :-/ Once it's done thinking it works fine. hell it even works in Lowest, which is really shouldn't :-D
Be interesting to know how this works on an older GPU with big textures, Ill put out a test example map at some point. Hopefully it degrades gracefully and doesn't just explode :-/
How to create a ground super duper supertexture, and why you want to.
Move past the normal 8 ground textures limit, ground textures that animate/move, change from one to another say after lava flows over grass to leave it burnt and ashy in its wake.
It's not done using the normal terrain texturing process at all, with this you can use very large texture to add unique details, the image below shows what can be done with only one image, this would be best where you want some really unique none repeating details, the applications are quite wide from melting snow or frost to simply increasing the uniqueness of textures painting in debris, leaves or tank tracks into the ground, With this you can get rid of generic tiling texture look and move past the 8 maximum ground textures limit. You can check the above link for details, thanks!
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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
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@kozm0naut: Go
I put mine to Medium ( I run in OPENGL on Mac) and it worked still, though it did lockup for a good few minutes after I changed settings, dunno if thats just cus it's opengl or my super sized decal lagging it :-/ Once it's done thinking it works fine. hell it even works in Lowest, which is really shouldn't :-D
Be interesting to know how this works on an older GPU with big textures, Ill put out a test example map at some point. Hopefully it degrades gracefully and doesn't just explode :-/
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How to create a ground super duper supertexture, and why you want to.
Move past the normal 8 ground textures limit, ground textures that animate/move, change from one to another say after lava flows over grass to leave it burnt and ashy in its wake.
Find out all the details at the link below:
http:helios.mine.nu/store/?u=2010-05-23
It's not done using the normal terrain texturing process at all, with this you can use very large texture to add unique details, the image below shows what can be done with only one image, this would be best where you want some really unique none repeating details, the applications are quite wide from melting snow or frost to simply increasing the uniqueness of textures painting in debris, leaves or tank tracks into the ground, With this you can get rid of generic tiling texture look and move past the 8 maximum ground textures limit. You can check the above link for details, thanks!
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BattleCruiser for example is 3240
2034 for Medivac
1532 for Ghost