I'll just upload the map, let you find your own angle/resolution and tweak it to your liking.
The bridge is just a section of Char Fortress cliff with a bunch of doodads under it to hide the hole in the world. And a Space Platform Scaffold along the side.
Essentially, yes. But it works better with something that has a more pronounced outline. Stronger negative space. (Or just leafy tree-tops, depending on the scene.)
Another suggestion for a deep chasm river like that: Think about the silhouette of your near shore.
It will add a lot of depth if you have properly placed doodads sticking up in front of the river to break up the outline of your southern cliff. The plants in the lower left corner of the more recent screenshots are a good small-scale example, but it needs something bigger closer to the waterfall.
As suspected: Your alpha channel (on the normal map) didn't copy when you duplicated the image. It only covers one corner of the final image. The easiest solution would probably be to duplicate your final diffuse texture into a new image, desaturate it, increase the contrast a bit and paste it into your normal map's alpha channel.
There may also be some concerns about using an image size that isn't a power of two. I would recommend resizing your final textures to 1024x1024.
I'm not really sure which parts of your screenshots represent the undesired result.
But based on past experience I would agree that the alpha channels are a likely cause of trouble. It might be easier to figure out what's going on if you upload one of your texture files.
The water's actually pretty transparent, you can clearly see the gravel on the bottom even in the deepest parts - the crazy neon effect comes from lighting regions. Bright yellow with its intensity cranked up to like 4, to make it look unnatural and exotic.
Yeah, this one was thrown together really quickly. Started with a vague concept of "desert-based" and "neon green water", but no real thoughts beyond that.
I just started throwing things down and expanding out from the center to fill in the empty corners of the shot - ended up expanding my filler material enough that I felt guilty not using it for a few more screens.
My direction took about 4 different 120-degree turns while I was building it. Which is actually fairly common in my WTEs when I haven't slept in 20+ hours. It's usually pretty easy to tell which ones those are when they pop up. :)
Just ran into this issue myself on a custom train ability.
Only one unit is in the Ability-Info-Unit list, but it creates two. The in-game tooltip shows double the unit cost as well, so something in the background is definitely saying "this button will make two units". But I'll be damned if I can figure out what.
Is there some other value I'm not aware of that affects the number of units spawned by a train ability?
You should be able to just copy/paste areas of terrain between maps. As long as they use the same textures and cliffs. If you try pasting one tileset onto another the editor will just throw a bunch of errors at you.
If your maps use different tilesets you'd have to either manually set them to use your 'final' tileset before copying, or recreate the map by hand.
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@HydraMannequin: Go
Definitely a workable concept.
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@Mozared: Go
I'll just upload the map, let you find your own angle/resolution and tweak it to your liking.
The bridge is just a section of Char Fortress cliff with a bunch of doodads under it to hide the hole in the world. And a Space Platform Scaffold along the side.
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@SheogorathSC: Go
That was my goal, but I had trouble making the structures fit the feel - so they ended up being a lot less prevalent than in my original idea.
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Phaeton and Port Zion.
The map borders and the bottoms of some of the ravines are unfinished on account of laziness.
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@HydraMannequin: Go
Essentially, yes. But it works better with something that has a more pronounced outline. Stronger negative space. (Or just leafy tree-tops, depending on the scene.)
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@HydraMannequin: Go
Another suggestion for a deep chasm river like that: Think about the silhouette of your near shore.
It will add a lot of depth if you have properly placed doodads sticking up in front of the river to break up the outline of your southern cliff. The plants in the lower left corner of the more recent screenshots are a good small-scale example, but it needs something bigger closer to the waterfall.
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@OminousLogic: Go
As suspected: Your alpha channel (on the normal map) didn't copy when you duplicated the image. It only covers one corner of the final image. The easiest solution would probably be to duplicate your final diffuse texture into a new image, desaturate it, increase the contrast a bit and paste it into your normal map's alpha channel.
There may also be some concerns about using an image size that isn't a power of two. I would recommend resizing your final textures to 1024x1024.
0
I'm not really sure which parts of your screenshots represent the undesired result.
But based on past experience I would agree that the alpha channels are a likely cause of trouble. It might be easier to figure out what's going on if you upload one of your texture files.
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As Kueken said, looks like you're missing some texture files, or have them in the wrong directory path in your map.
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@Eimtr: Go
The water's actually pretty transparent, you can clearly see the gravel on the bottom even in the deepest parts - the crazy neon effect comes from lighting regions. Bright yellow with its intensity cranked up to like 4, to make it look unnatural and exotic.
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@Mozared: Go
Yeah, this one was thrown together really quickly. Started with a vague concept of "desert-based" and "neon green water", but no real thoughts beyond that.
I just started throwing things down and expanding out from the center to fill in the empty corners of the shot - ended up expanding my filler material enough that I felt guilty not using it for a few more screens.
My direction took about 4 different 120-degree turns while I was building it. Which is actually fairly common in my WTEs when I haven't slept in 20+ hours. It's usually pretty easy to tell which ones those are when they pop up. :)
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What is it? I don't know, but it just ate Jimmy.
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Just ran into this issue myself on a custom train ability.
Only one unit is in the Ability-Info-Unit list, but it creates two. The in-game tooltip shows double the unit cost as well, so something in the background is definitely saying "this button will make two units". But I'll be damned if I can figure out what.
Is there some other value I'm not aware of that affects the number of units spawned by a train ability?
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Maybe I'll actually get around to making something this week.
Since I got my hands on the art tools I've been thoroughly absorbed in playing with those.
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@Skyhr: Go
You should be able to just copy/paste areas of terrain between maps. As long as they use the same textures and cliffs. If you try pasting one tileset onto another the editor will just throw a bunch of errors at you.
If your maps use different tilesets you'd have to either manually set them to use your 'final' tileset before copying, or recreate the map by hand.