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    posted a message on Terrain show / help

    @ezbeats: Go

    You might try Typhon trees for a more half-dead look.

    Posted in: Terrain
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    posted a message on Terrain show / help

    @ezbeats: Go

    The Foliage tool is a good place to start for detailing natural terrains. It makes the small generic stuff like grass go really fast (just be sure to block off your roads, cliffs and such before you generate, and keep the density fairly low so it doesn't overwhelm everything. It might take some tweaking to make it look right.)

    For trees I like to use 150-200% scale and only use half as many as I otherwise would. It tends to look better and also be faster due to only having to place half as many. (Change the Random Scale in the data editor, rather than manually changing each tree after you place it.) Also, trees tend to look better somewhat clumped with mostly open areas in between, not uniformly scattered.

    For the specific types, that's up to personal taste - I would probably use Bel'Shir or Agria trees for what you have so far. Maybe something more unusual for the glowing pods area.

    Posted in: Terrain
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    posted a message on Hello

    @Newbie4life: Go

    When you reply to a thread there's an Add Attachment button at the bottom of the screen to upload images/maps.

    You can also find an Attach button next to the Edit button on existing posts.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #113: Zerg base

    @Mozared: Go

    That's probably as infested as it will ever get.

    I hate trying to make large-scale zerg structures/creep fields look interesting, so I limited it to small growths for the sake of style.

    Edit: I take it back. You convinced me to give it a try.

    Posted in: Terrain
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    posted a message on Hello

    Seconding LitePollution's suggestion to check out the Weekly Terraining Exercises for some inspiration. We have some pretty amazing work show up there.

    Looks like you're off to a good start, especially with your doodad creations. I particularly like that turret.

    A few things that I'll suggest right off the bat (baby steps, I won't try to overwhelm you with a giant wall of tips all at once):

    • Run a quick Smooth brush over the jagged edges of your cliffs to make things look more natural.
    • Use a soft round noise brush (mid-low intensity) to blend in some texture variation. Mix in some subtle darker/lighter/rougher patches in your dirt/grass/concrete, whatever you happen to be using at the time. Also do the same around the bottoms of hard Blizzard cliffs, trees and buildings to make them feel like they belong.
    • Depending on what you're planning with the road in the long run, it might be quicker/better looking to use the built-in road tool rather than manually painting it with a concrete texture. It all depends on the situation though, no right or wrong way to go about it.
    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #113: Zerg base

    Most of this isn't actually a zerg base yet, but it's only a matter of time.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #112: The Death Star

    I started a map for this a few days ago, but I just wasn't feeling inspired. It didn't get very far before I canned it.

    +1 for "Will be back with a vengeance once I have access to HotS assets."

    Posted in: Terrain
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    posted a message on Space Lighting

    As Mozared said, looks like a camera view distance issue (which is easy to fix with Ctrl + mouse wheel down, then save the map).

    In other situations it could also be the edge of the skybox model, in which case you'd need to find a camera angle that can't see it or use another skybox with a different model. But your Castanaar skybox should work correctly for this top-down view.

    Posted in: Terrain
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    posted a message on Space Lighting

    @MasterWrath: Go

    I'm not sure exactly what problem you're seeing, those screenshots look normal to me.

    Could you elaborate a bit?

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #110: New Years Edition

    @Argutaris: Go

    Screenshots, map upload, video... whatever you feel like doing.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #108: Memorial

    @Nebuli2: Go

    Indeed. I was happily surprised with how my mountains turned out.

    @Mozared: Go

    Nope, no particular inspiration for this one.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #108: Memorial

    I'm happy with the sense of scale I achieved in this one.

    That said, my idea didn't turn out as well in practice as it did in my head.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #104: Fogging up
    Quote from Kanitala: Go

    So I'm doing an entry and it's a battle scene (sort of a followup to my entry for the last contest, a creep choked city fight) anyhoo I need some help, I've made a ModelAddition of the Marine Muzzle Flash but I can't get it to play continuously. It plays once then just stops. Any idea how to fix this? Thanks

    Try checking Play Forever in the actor's events. (Should look like the selected event in my screenshot, but using Stand instead of Birth.)

    Posted in: Terrain
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    posted a message on (Solved) Help with Bridges and Pathing

    @DeltaCadimus: Go

    Use the bridge Terrain Objects (under the Terrain tools, not doodads).

    And note that you can't walk under bridges - only on top.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #101: Through the portal

    @Mozared: Go

    Because they look cool. :)

    @hobbidude: Go

    Being that the gate was originally created for a Skyrim mod, I used the Skyrim constellations for the symbols - hence why it's a few short of the canon Pegasus gates.

    Gate model attached to this post, with textures dropped down to 1024x1024 for the sake of map size. In-game texture path is "Assets/Textures/"

    Posted in: Terrain
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