I do meant the brush tools. When you hide the terrain cells, yes, it will cause them to rise, but then you want to relower the bones so the the earth barely covers them, then hide the cells. That way units don't look like they are floating or stepping into the bone.
I think I make a little guide about this trick, as it is pretty easy, and can pull off some awesome things. What you should do is find a bone doodad/doodads you want to use. Then, make the river/ditch/lava area you want to cross with the height, not cliff, but height brush. For this to work right you really need to have water or lava underneath, or a doodad. Ok, now, use the level terrain, a height brush, to make a nice small and flat bridge. Put your doodad ontop of the bridge, and lower it down a little bit. Now, afterward, you want to use the raise and lower brush to raise and lower the little land bridge you made so it JUST barely covers the bones. You can also adjust the doodad height to do this. If it doesn't cover everything perfectly, that's fine, just get as close as possible. Now go to pathing, and hit the brush "no pathing". "Paint" the river, not the bridge, but the river, with the brush "no ground", or something like that. It will show red, this means that ground units can't walk here. Go around the edges of the bridge some. You may need to go and test the pathing, edit, test, edit, test, a few times to get everything just right.
Now, this is the big step, under the terain keys, go to the terrain object, then click "hide cells". Go over the little land bridge you made, and use it until just the bones are visable. In some areas you will see black, or wierd looking terrain cells. Use doodads to hide these, Rock Large/ Giant are two doodads I typically use.
See the thread "Broken Temple Bridge no Longer Broken" (or, eh, it was named something like that) to get an idea of what a bridge like this looks like.
Interior textures are always welcome here. SC2 tends to give us lab textures, and more lab textures....I mean, hell we don't even get a nice clean white floor tileset for an apature science lab! Q.Q (If you happen to see something that works, btw, I would find it very usefull.)
Well, here it is. This is a Cortex Roleplay Terrain that I have made for a good friend. He gave me a good deal of liberty, saying only that it was do be an "Antediluvian Vale" (Ancient Vally). I interpreted this as 1) it was to be set in the mountains, in a vally, 2) it was to include some nice old ruins, 3) it was meant to be primarily natural. In the liberties afforded to me I felt that it would be good to set the map in early spring, so that there would be still some snow and ice on the ground, mixed with a nice soft dirt (Bel Shir), grasses, and then one man-made tileset. For this terrain I made heavy use of the height brush and texture variation to create natural vistas. I used pre-made cliffs only several times, and these were all for structures, which include a palace (with a golden throne), a temple-like palace (In fact, Batman Begins and Dragon Age Origins were two inspirations) with a prison, rooms, and a throne, a rustic inn with bar and two rooms, and in the actual vale, several ruins, including one of an old town, and one of a statue with pillars (Amon Hen Inspired that one). The natural part of the terrain is based heavily off of my own adventures in the Rocky Mountains. For doodads I used a mix of Haven Trees, Agria Trees, Typhon trees in some places, and, uh, some other tree, oh, Bel Shir most likely. The water reflects a Bel Shir Sky Box, and has increased flow speed, and specularity, to depict a moving river with rapids. A great deal of the doodads are small, and not visable from the default camera, well, they are, but ae not immediately noticed. I did not intend for this to be a "flashy" map, but rather one that looks natural, looks "right", so to speak. Some of the screens show these finer details, underbrush, rocks, ect.
Anyways, here is the type of feed back I am looking for:
Are Textures varied such that they look natural?
Do the Mountains look like Mountains?
Do the Forests look like forests?
Does the map "invite" or "invoke" a person's imagination and creativity?
Does the water look natural?
Does doodad placement look natural, while providing for building space?
Are the premade areas well executed?
Edit: I forgot to mention, on some of the screens, you may notice some white flakes, these are actually white tinted AshWeather to create a light snow effect. In game the snow is more pronounced, but I do not think it in anyways distracts from the experiance. It adds alot of natural, uh, ality, to the mountains.
In which case I think you too should also work backwards. That is, starts with the point of interest which would be the "end" of the story. If, suppose, he wants a boss there, provide some open space for the fight, choose appropriate doodads, and vary your textures, always. Also, use the height brush to vary the height to make a more natural feel. The advice I got very early on from Piekan, the lead cortex roleplay terrainer, is that the terrain itself should tell a story. Ask the lead to give you a general outline of the story, if you haven't one, to give you more ideas.
I am looking for a clean white floor texture, think aperture science from portal. One or two variations would be great. I plan on using these some point in the future for a map, and anyone who provides will receive their due credit.
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@Stewox: Go
Fixed.
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@Reaper872: Go
A before and after would be a SICK WTE. But, um, maybe you could have made a better choice in examples.
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@GodsFury: Go
I do meant the brush tools. When you hide the terrain cells, yes, it will cause them to rise, but then you want to relower the bones so the the earth barely covers them, then hide the cells. That way units don't look like they are floating or stepping into the bone.
0
@GodsFury: Go
I think I make a little guide about this trick, as it is pretty easy, and can pull off some awesome things. What you should do is find a bone doodad/doodads you want to use. Then, make the river/ditch/lava area you want to cross with the height, not cliff, but height brush. For this to work right you really need to have water or lava underneath, or a doodad. Ok, now, use the level terrain, a height brush, to make a nice small and flat bridge. Put your doodad ontop of the bridge, and lower it down a little bit. Now, afterward, you want to use the raise and lower brush to raise and lower the little land bridge you made so it JUST barely covers the bones. You can also adjust the doodad height to do this. If it doesn't cover everything perfectly, that's fine, just get as close as possible. Now go to pathing, and hit the brush "no pathing". "Paint" the river, not the bridge, but the river, with the brush "no ground", or something like that. It will show red, this means that ground units can't walk here. Go around the edges of the bridge some. You may need to go and test the pathing, edit, test, edit, test, a few times to get everything just right.
Now, this is the big step, under the terain keys, go to the terrain object, then click "hide cells". Go over the little land bridge you made, and use it until just the bones are visable. In some areas you will see black, or wierd looking terrain cells. Use doodads to hide these, Rock Large/ Giant are two doodads I typically use.
See the thread "Broken Temple Bridge no Longer Broken" (or, eh, it was named something like that) to get an idea of what a bridge like this looks like.
0
Interior textures are always welcome here. SC2 tends to give us lab textures, and more lab textures....I mean, hell we don't even get a nice clean white floor tileset for an apature science lab! Q.Q (If you happen to see something that works, btw, I would find it very usefull.)
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Oh wow! Yes, I will probably use this in the near future, thanks alot!
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Oh wow! Oh wow! I have been looking for exactly this model for about a week now! This is awesome!
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@Mozared: Go
Thanks Mozared for the feed back, I will take a look tonight or this weekend.
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@Telthalion: Go
Dur, ah, I see. (I should know these things!)
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@Telthalion: Go
Right, I will fix that fountain, and turn down the reflective power on the water a little bit. In fact, detailing it is a good idea, thanks.
For you second point, who do you mean by "green fill light"?
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@SouLCarveRR: Go
Thanks, I will take a look at them later tonight.
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Top.
Well, here it is. This is a Cortex Roleplay Terrain that I have made for a good friend. He gave me a good deal of liberty, saying only that it was do be an "Antediluvian Vale" (Ancient Vally). I interpreted this as 1) it was to be set in the mountains, in a vally, 2) it was to include some nice old ruins, 3) it was meant to be primarily natural. In the liberties afforded to me I felt that it would be good to set the map in early spring, so that there would be still some snow and ice on the ground, mixed with a nice soft dirt (Bel Shir), grasses, and then one man-made tileset. For this terrain I made heavy use of the height brush and texture variation to create natural vistas. I used pre-made cliffs only several times, and these were all for structures, which include a palace (with a golden throne), a temple-like palace (In fact, Batman Begins and Dragon Age Origins were two inspirations) with a prison, rooms, and a throne, a rustic inn with bar and two rooms, and in the actual vale, several ruins, including one of an old town, and one of a statue with pillars (Amon Hen Inspired that one). The natural part of the terrain is based heavily off of my own adventures in the Rocky Mountains. For doodads I used a mix of Haven Trees, Agria Trees, Typhon trees in some places, and, uh, some other tree, oh, Bel Shir most likely. The water reflects a Bel Shir Sky Box, and has increased flow speed, and specularity, to depict a moving river with rapids. A great deal of the doodads are small, and not visable from the default camera, well, they are, but ae not immediately noticed. I did not intend for this to be a "flashy" map, but rather one that looks natural, looks "right", so to speak. Some of the screens show these finer details, underbrush, rocks, ect.
Anyways, here is the type of feed back I am looking for:
Are Textures varied such that they look natural? Do the Mountains look like Mountains? Do the Forests look like forests? Does the map "invite" or "invoke" a person's imagination and creativity? Does the water look natural? Does doodad placement look natural, while providing for building space? Are the premade areas well executed?
Anyways, please take a look!
http://img577.imageshack.us/slideshow/webplayer.php?id=terrain178.jpg
Edit: I forgot to mention, on some of the screens, you may notice some white flakes, these are actually white tinted AshWeather to create a light snow effect. In game the snow is more pronounced, but I do not think it in anyways distracts from the experiance. It adds alot of natural, uh, ality, to the mountains.
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@kailniris: Go
Oh wow, that is nice. I might have to DL and include that, to whom should I give credit to? (kailniris? Or do you go by another name in battle.net?).
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@Reaper872: Go
In which case I think you too should also work backwards. That is, starts with the point of interest which would be the "end" of the story. If, suppose, he wants a boss there, provide some open space for the fight, choose appropriate doodads, and vary your textures, always. Also, use the height brush to vary the height to make a more natural feel. The advice I got very early on from Piekan, the lead cortex roleplay terrainer, is that the terrain itself should tell a story. Ask the lead to give you a general outline of the story, if you haven't one, to give you more ideas.
0
I am looking for a clean white floor texture, think aperture science from portal. One or two variations would be great. I plan on using these some point in the future for a map, and anyone who provides will receive their due credit.
Thanks in advance Yeti