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Skhorn

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Posts posted by Skhorn

  1. darn, i wanted to start mapping, but wraitii insistence about the 8-bit height map made me start to find a solution for that :bouncing: 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

    Spoiler

    screenshot0471.thumb.png.115175fe2066106dc2a3069661043f0a.png

     

  2. 9 minutes ago, shieldwolf23 said:

    I guess that it all depends on how the image is generated the first time. When I followed Palaxin's guide, and merged it with the straightforward source from Skhorn, the water depth is not enough to make the ocean deep. I guess that either (1) settle with a land mass with lower mountains or (2) manually edit the ocean to give more depth.

    Guess the idea is not to manually edit the map to get more ocean deep

  3. Hi,

    I had been experimenting with the heigtmaps, following this guide https://wildfiregames.com/forum/index.php?/topic/20786-palaxins-heightmap-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

    Spoiler

    screenshot0003.png.d23be41d4c2111eeb71dddd40bca1615.thumb.png.f8a8b9a1ec3768f94215f88a00189533.png

     

    The original image i used
     

    Spoiler

    mesita3.jpg.d881ebad673eed8242fa2c1d9767c5bb.jpg.dac8853b571c89b059500ac1437b459f.jpg

    After several tries while croping, scaling and importing in atlas to see the results, this was the final

    Spoiler

    mesita.png.d56ee19bd8fe6debbb4abbb1b68436bb.png

     

    So, how can accomplish a deeper ocean? Do i strictly need topography and bathymetry to accomplish this? Or there is another solution?

     

  4. @DarcReaver statement fits again for your answer. Exploiting a bug does not relate to the design gameplay, which in fact, it is still in design, not implemented, you can't even consider that the same bug will show up nor that it will affect playability as you will not be able to predict the outcome, my question is why is it more important for you to remark a bug in another game? Plus, implementing battalions will likely need to rework on the AI behavior and many other stuff. You just can't consider that implementing it will leave the other stuff the same way as it is.


     

    • Like 1
  5. 1 hour ago, Lion.Kanzen said:

    El uv unwrapping lo podes hacer de muchas maneras y solo las piezas que elijas en modo texturizar.

    Toma en modo caras

    tomalos por caras, g para mover la cara seleccionada, s para escala, r para rotar.

    mañana t voy ayudar escribirme a las 12 de país si podes, es la mañana del mío.

    y te hago un megatutorial. Incluso aprendí cosas nuevas con el anterior.

    Si lo compartes por aca tambien seria genial!

  6. 46 minutes ago, Lion.Kanzen said:

    @Skhorn que se te ocurre que te haga falta, eres desarrollador de mapas y escenarios?

    La verdad, en cuanto a estructuras para darle mas diversidad, seria bueno investigar un poco sobre algunas estructuras caracteristicas, puede ser establos, palacios, casas por estratos, fuentes, estatuas, templos, espacios comunales o de reunion. La cosa es, el ideal y lo genial, seria que cada facción tuviera casi la misma de cantidad de estructuras, tanto como las que se usan durante el juego o en casos especiales solo como parte de una ciudad en una escenario. 

    Si mike esta dispuesto a eso, en mi opinion preferiria que le meteria mas la mano a cosas esenciales como son los organicos, e.g animales, arboles, variedad en las piedras, vegetación. Pero si mike quiere irse si o si, por el lado de estrucuras, yo creo que seria bueno lo de las estatuas, hace falta mas diversidad en ese aspecto. 

     

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