Geography - How do you see TSM?

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ElCadaver
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Mountains

Post by ElCadaver »

Unhijacking thread with my first attempt at western eurpoean mountains. It's really hard to capture the look in photos, but here are some. I still have to work out how to use tallus heightmaps, to get the gravel falling down hills look.

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darrenhfx
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Post by darrenhfx »

Looks great! What does the walkmesh end up looking like when you have that many small surface features?

How many textures did you use with your texture mapping?
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gribo
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Post by gribo »

The scale seems to be a bit too small, such detailed height map can easily span a larger area.
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Post by HATEFACE »

kaka
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ThinkTank
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Post by ThinkTank »

Helios wrote:kaka
OK, we'r gonna have to bleep that.
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indio
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Post by indio »

ElC, wow man, that's just mad. To be creating that sort of work as quickly as you have is a sign of awesome things to come. And texture control to boot!
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ElCadaver
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Mountains

Post by ElCadaver »

@ darrenhfx
walkmesh is screwed, so I made all of it walkable and the painted the snow areas as unwalkable, and my last exture covers slope >0.8 in lowland areas, so made that unwalkable too. 5 textures, could be done with less, but I am trying to figure out how best to use the the talus age and talus angle heightmaps from world machine.

@ helios
bite me, its a first run.


@ indio & gribo
In my mind I've been trying to emulate pictures I've seen in terragen with full texturing, but I've found in truth, the toolset won't map heightmaps or texture maps with high enough resolution to do that kind of thing. So yeah scale was off, and what looks awesome in world machine translates poorly sometimes in YATT. It's work in progress. Eventually I'll get the scale right, and have ridges of rocks, with piles of talus streaming down hillsides in mounds like you are supposed too. Its about finding a level of detail in WM that YATT can deal with.
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Mulu
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Post by Mulu »

Grand Fromage wrote:That would be great. The winter weather is described as being as much or more of a threat to people in the Marches than monsters are. I always wanted to do that, but NWN1 was... less than capable.
*shrugs* I'm doing it in my Silver Marches NWN1 mod. Not that hard to dupe areas with a fall/winter/spring&summer version. Just copy and paste everything onto a new map with the seasonal tileset, and then you load the mod for that season, or keep it all in one mod and use placeable triggers for AT's.

Anyway, looks nice! Figures endure elements isn't a bard spell.
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Post by Mord »

goddamn wizards!
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Grand Fromage
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Post by Grand Fromage »

Mulu wrote:*shrugs* I'm doing it in my Silver Marches NWN1 mod. Not that hard to dupe areas with a fall/winter/spring&summer version. Just copy and paste everything onto a new map with the seasonal tileset, and then you load the mod for that season, or keep it all in one mod and use placeable triggers for AT's.
Well I should've had you do it for me then. Only ~500 areas, tell me when you're done. Surely no harder than pressing a single button.
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ElCadaver
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Hills

Post by ElCadaver »

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ThinkTank
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Post by ThinkTank »

Damn them rocks are some pointy duodimentional shite sirrah, smooth! for the love of gawd.
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ElCadaver
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Post by ElCadaver »

Yeah, I'm thinking erosion don't really work, playing with terraces now

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ThinkTank
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Post by ThinkTank »

I tend to use flatten to set up a single large collum per peak, then used a combination of smooth and raise to draw it down into a natural form. Much like tree roots. Then use placable rock faces to simulate erosion and a large light preasure, dark gray color tool to make the texture nice, stoney and forbidding.
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ElCadaver
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Post by ElCadaver »

TT, I've made these without even touching the toolset, bar grass and trees. Thats my point, to use World machine and YATT to be able and hieghtmap and texture an area in a very short time. What I'm doing at the moment is maiking lots of different circuits in WM and seeing what translates best to terrain in the toolset. At the moment, the best is just combining two plain old perlin noise generators on different settings with things like simple displacement, terrace or ramp.
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