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Skhorn last won the day on March 3

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  1. Messina
  2. Well, the default asigned is gaia, you must select them and just change them to <player#>.
  3. darn, i wanted to start mapping, but wraitii insistence about the 8-bit height map made me start to find a solution for that guess i will try to use your script or come up with one. I'm happy with the result i got after modyfing it (But i got my doubt about those mountains, more blur it will be), but i will give it a try to that 16-bit to 8-bit process and see what happens
  4. I checked them, i forgot to use the height range with color contrast
  5. Guess the idea is not to manually edit the map to get more ocean deep
  6. Yes, that was
  7. Height range solve it
  8. Are you sure those walls aren't gaia? Can you post a picture please while in atlas
  9. I'm sure
  10. Can someone remove this thread? I already found the solution
  11. Hi, I had been experimenting with the heigtmaps, following this guide, but i'm struggling with the ocean-floor, as i cannot modify it to make it deeper in Atlas (Units can walk over it). As what i have read i need both topography and bathymetry to use the script that Palaxin provided to increase the ocean-floor. This is my result The original image i used After several tries while croping, scaling and importing in atlas to see the results, this was the final So, how can accomplish a deeper ocean? Do i strictly need topography and bathymetry to accomplish this? Or there is another solution?
  12. That's a matter of perspective, which is why there is a lot of discussions about the design. Pd: BFME2 it's not dead. Well, at least not at all and this mod probes it