well, i've been working on the terrain for an rpg project for the past two weeks. i've designed quite a bit and ithink everything is turning out pretty nice, except for a city i started working on. could anyone take a look at what i've done so far and give some advice or maybe help me add some doodads around the city.
i've created a few store fronts and i've added a lot of neon lights to give it a vibrant atmosphere, but i'm really not sure how to design the roof tops and higher areas in the city. i'm still working on getting the korhal city texture to work so the ground is dirt for now.
i added a few pics, but please download and take a look at everything else i've done. the big city i'm working on is near the bottom of the map. let me know what you think!
also, if anyone wants to help out with the rpg, just ask :]
You did height variation very nicely - i would make the textures start looking a little more uniform...darker for the rooftops, make concrete streets and then line the concrete with a rocky texture. all in all - get rid of the dirt :P
What Mokse said really is the most important thing at this stadium. Just add some citylike textures and get rid of the dirt. Even if you're saving the textures for last, you'll immediatly notice a huge difference here, I'm convinced.
Aside from that, I already like what you've done, but you simply need to start 'filling it in'. Which is another reason why you should do the textures - once you get those right, you'll have more clarity on what is supposed to be park, rooftop, street, etc. Which then allows you to use doodads to make those areas work well. A couple of trees for park areas, lampposts for streets, and as for rooftops - go crazy on buildings. If you just fill those high ground areas up with building doodads you'll create a pretty cluttered sky-scraper futuristic-like feeling which I reckon will work pretty well for your map.
Then, when you've done all that, you can work on the uber-uber details. As in a loose brick here, a rack of weapons there, perhaps a 'helipad' on one of your scyscrapers... This is basically where you add the 'life' to your city and bring your terrain up from 'good' to 'goddamn awesome'.
yeahp, i know the dirt texture looks horrible in a urban city environment, but i'm having trouble getting the concrete textures to work on my bel shir tileset.
i spent some more time working on the city, added quite a lot of doodads (i love doodads lol). link is below, please let me know how to improve!
i'm definitely not very critical of my own work, so please give me some advice as far as what i should add, what should be removed, etc.
here are a few pics, but please check it out in-game, it is much more dynamic when you are moving through the city than it is in a screenshot.
Before I say anything else, I need to point out to you that bridges as they are currently in the editor do not work. Units can not move over them. You'll want to keep this in mind.
yeahp, i know the dirt texture looks horrible in a urban city environment, but i'm having trouble getting the concrete textures to work on my bel shir tileset.
I know you already did this right, but I'm posting it anyway as a general hint: Map > Map Textures > Modify > Double click "Textures - Blend".
Your problem seems odd, though - you implemented the texture correctly (and stuck to the 8 texture maximum), but it just doesn't show when you lay it down.
I tried replacing your Korhal 3 texture with the Korhal 2 texture but still got weird errors - I managed to get some of it on the map by using the 'replace texture' function and replacing normal dirt with Korhal 2, but it ended up being really blocky and didn't blend well. I think the problem simply is that Korhal doesn't mix with any other textures yet, because of the editor being beta and all. Try if you can find some city textures from other tilesets?
As for your city, I took a look in the editor and to me it seems like the basics are all set. You simply need to fix that texture problem and then start adding real detail to the city. Perhaps you can fill the southern side up with more skyscrapers (or at least do something to surround that lonely peninsula), but I really think you're stuck until you can start working on the real details, for which you need the texture problem fixed.
Perhaps, if you need to fill up more space, you can build some kind of 'power station' near the edge of the city and run powerlines all through the place to connect everything.
Before I say anything else, I need to point out to you that bridges as they are currently in the editor do not work. Units can not move over them. You'll want to keep this in mind.
haha i learned the hard way. hopefully blizzard will release pre-pathed bridges with the release.
mozared, when you say i should start adding more detail to the city, what did you have in mind? i already have benches, lights, and crates scattered around.. what other doodads could make the terrain feel more like a city.
the power station idea is awesome, i'll definitely give it a shot. thanks for the help :]
mozared, when you say i should start adding more detail to the city, what did you have in mind? i already have benches, lights, and crates scattered around.. what other doodads could make the terrain feel more like a city.
What I mean by this is: zoom your camera in until you're basically at first-person view, and look around your streets. Try and add little things - all sorts of details you won't consciously notice unless you look for them. This can be anything. A loose brick. A bin. A bit of moss on the side of a specific part of cliff. It's where you get creative. I can't give you a 'go-to' guide of how to do things like this as I reckon you need to do it mostly on feeling, but I'll give you one tip: play with the doodad size modifiers. Grab random doodads, place them, and make them tiny. See what they resemble, and how you can use them to add detail.
And you're welcome, I hope this works out, definitely like what you've done so far =)
i dont know what your problem is with the textures. i dont think many people understand them. they are a bit different than sc1,wc3 in the way they function. its a lot better now, but mroe in depth, just like the data editor. maybe ive just picked it up as im trying to save space on my maps, and i notice when people texture their terrains they just 'add' textures and 'blend' textures putting layer upon layer upon layer of textures down. making a map 3x as big as it should be.
ive gone into a map that was over 2mb, and by knowing the tools and knowing how to remove the underlying layers, reduced it to 700kb. anyways, i tried your map as everyone here said it was bugged.... took me 10 seconds and it works fine. ill upload it, and heres a screenshot of your city area in concrete...
late edit: i think the korhal 3 (concretre blends nicely as just every other texture does) they use an oppacity/alpha settings so they all blend just as good as the other. now personal choice of which style to match with others is another story. but korhal3 and dirt blends really well IMO (can look really natural like a 'dust' or 'dirt' sort of blew up and made the edge look dirty.
well, i've been working on the terrain for an rpg project for the past two weeks. i've designed quite a bit and ithink everything is turning out pretty nice, except for a city i started working on. could anyone take a look at what i've done so far and give some advice or maybe help me add some doodads around the city.
i've created a few store fronts and i've added a lot of neon lights to give it a vibrant atmosphere, but i'm really not sure how to design the roof tops and higher areas in the city. i'm still working on getting the korhal city texture to work so the ground is dirt for now.
i added a few pics, but please download and take a look at everything else i've done. the big city i'm working on is near the bottom of the map. let me know what you think!
also, if anyone wants to help out with the rpg, just ask :]
You did height variation very nicely - i would make the textures start looking a little more uniform...darker for the rooftops, make concrete streets and then line the concrete with a rocky texture. all in all - get rid of the dirt :P
What Mokse said really is the most important thing at this stadium. Just add some citylike textures and get rid of the dirt. Even if you're saving the textures for last, you'll immediatly notice a huge difference here, I'm convinced.
Aside from that, I already like what you've done, but you simply need to start 'filling it in'. Which is another reason why you should do the textures - once you get those right, you'll have more clarity on what is supposed to be park, rooftop, street, etc. Which then allows you to use doodads to make those areas work well. A couple of trees for park areas, lampposts for streets, and as for rooftops - go crazy on buildings. If you just fill those high ground areas up with building doodads you'll create a pretty cluttered sky-scraper futuristic-like feeling which I reckon will work pretty well for your map.
Then, when you've done all that, you can work on the uber-uber details. As in a loose brick here, a rack of weapons there, perhaps a 'helipad' on one of your scyscrapers... This is basically where you add the 'life' to your city and bring your terrain up from 'good' to 'goddamn awesome'.
yeahp, i know the dirt texture looks horrible in a urban city environment, but i'm having trouble getting the concrete textures to work on my bel shir tileset.
i spent some more time working on the city, added quite a lot of doodads (i love doodads lol). link is below, please let me know how to improve! i'm definitely not very critical of my own work, so please give me some advice as far as what i should add, what should be removed, etc.
here are a few pics, but please check it out in-game, it is much more dynamic when you are moving through the city than it is in a screenshot.
Before I say anything else, I need to point out to you that bridges as they are currently in the editor do not work. Units can not move over them. You'll want to keep this in mind.
I know you already did this right, but I'm posting it anyway as a general hint: Map > Map Textures > Modify > Double click "Textures - Blend". Your problem seems odd, though - you implemented the texture correctly (and stuck to the 8 texture maximum), but it just doesn't show when you lay it down.
I tried replacing your Korhal 3 texture with the Korhal 2 texture but still got weird errors - I managed to get some of it on the map by using the 'replace texture' function and replacing normal dirt with Korhal 2, but it ended up being really blocky and didn't blend well. I think the problem simply is that Korhal doesn't mix with any other textures yet, because of the editor being beta and all. Try if you can find some city textures from other tilesets?
As for your city, I took a look in the editor and to me it seems like the basics are all set. You simply need to fix that texture problem and then start adding real detail to the city. Perhaps you can fill the southern side up with more skyscrapers (or at least do something to surround that lonely peninsula), but I really think you're stuck until you can start working on the real details, for which you need the texture problem fixed.
Perhaps, if you need to fill up more space, you can build some kind of 'power station' near the edge of the city and run powerlines all through the place to connect everything.
haha i learned the hard way. hopefully blizzard will release pre-pathed bridges with the release.
mozared, when you say i should start adding more detail to the city, what did you have in mind? i already have benches, lights, and crates scattered around.. what other doodads could make the terrain feel more like a city.
the power station idea is awesome, i'll definitely give it a shot. thanks for the help :]
What I mean by this is: zoom your camera in until you're basically at first-person view, and look around your streets. Try and add little things - all sorts of details you won't consciously notice unless you look for them. This can be anything. A loose brick. A bin. A bit of moss on the side of a specific part of cliff. It's where you get creative. I can't give you a 'go-to' guide of how to do things like this as I reckon you need to do it mostly on feeling, but I'll give you one tip: play with the doodad size modifiers. Grab random doodads, place them, and make them tiny. See what they resemble, and how you can use them to add detail.
And you're welcome, I hope this works out, definitely like what you've done so far =)
i dont know what your problem is with the textures. i dont think many people understand them. they are a bit different than sc1,wc3 in the way they function. its a lot better now, but mroe in depth, just like the data editor. maybe ive just picked it up as im trying to save space on my maps, and i notice when people texture their terrains they just 'add' textures and 'blend' textures putting layer upon layer upon layer of textures down. making a map 3x as big as it should be.
ive gone into a map that was over 2mb, and by knowing the tools and knowing how to remove the underlying layers, reduced it to 700kb. anyways, i tried your map as everyone here said it was bugged.... took me 10 seconds and it works fine. ill upload it, and heres a screenshot of your city area in concrete...
late edit: i think the korhal 3 (concretre blends nicely as just every other texture does) they use an oppacity/alpha settings so they all blend just as good as the other. now personal choice of which style to match with others is another story. but korhal3 and dirt blends really well IMO (can look really natural like a 'dust' or 'dirt' sort of blew up and made the edge look dirty.