At this point I should be somewhere in Croatia, wearing a turtleneck and chain and sipping on a light beer. This should be the last time I'll have to talk through my time machine as I'm thinking I'll be back to upload next week's WTE. I might not be, though, so if there's no WTE in seven days, hang in there while I get back.
Meanwhile, the theme for this week's WTE is going to be "Texture Specific". Inspired by an interesting but hard to implement idea by Scbroodsc2, what this means is that you'll be creating a terrain that is focused around textures. You can (and should) use doodads, but the main idea of this week's theme is that you create something interesting on the floor using solely textures, decals and ground prop doodads. Think really advanced-texture play to create a new kind of metal floor, or really detailed roads created with decals.
This should be fun to check out once I get back, so be sure to turn your terrain into something interesting! :)
I love your crystals lol! And I guess you can modify what you want and come with a completly custom tyle if you wish so. But I think I was more thinking of using the default textures and do the best you can with those. I guess you can modify doodads too, it's up to you. However you can't see crystals changing colors on printscreen ;) Except if you make more than one.
So, I'd say, do what you want and focus on the ground more than on trees and rocks ;) Use your skills ;)
Already got 3 miniprojects in the queue so just posted that as some inspiration. Like I said it is rather dated in that you can do far more awesome stuff.
Major challenge would the the Sistine Chapel roof portrait (got a couple of decades to spare?)
Still retexturing decals with no alpha channel stuff could be fun.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Currently making a simulation of the Harvest ability enabling several tiers of resource manufacture (think ore + coal => gold => coins via different structures) as well as overcoming some limitations of the original ability like interrupting harvest for a fraction of resources.
A symbiotic and parasitic items demo including levelable hero items (can level in inventory) that give differing bonuses depending on level and various other fun things items can do to mimic various horror movies with possessing and blood sucking or self replicating alien parasites.
Then there is the prototype walker which uses purely ingame assets to make a skeleton for a four legged walker that has legs that dynamically step on the terrain with possible trample damage to any unit foolish enough to look like a piece of gum. It will alow easy hanging of visuals to make awesome units. For current official progress look at the post on the toss-a-tron experimental project.
Mozared: "you'll be creating a terrain that is focused around textures. You can (and should) use doodads, but the main idea of this week's theme is that you create something interesting on the floor using solely textures, decals and ground prop doodads. Think really advanced-texture play to create a new kind of metal floor, or really detailed roads created with decals."
Not trying to sound like a dick, but you totally misunderstood it.
Let me go through the quote you made:
Quote:
you'll be creating a terrain that is focused around textures
Very simple. You use terrain textures to create a terrain.
Quote:
You can (and should) use doodads, but the main idea of this week's theme is that you create something interesting on the floor using solely textures, decals and ground prop doodads.
This means that this week's theme is textureplay assisted by decals and ground prop doodads. If you are unfamiliar with these doodads, use the searchbar in the doodads palette.
Quote:
Think really advanced-texture play to create a new kind of metal floor, or really detailed roads created with decals.
In this sentence, we have the word "textureplay" again. It means playing around with the terrain textures in an artistic manner. You can blend different textures to make a new kind of metal floor, or you can blend different textures to make really detailed roads created with decals. You may be unfamiliar with "textureplay", so I have been so kind to show you a couple of examples, to avoid any further discussion:
The author of this terrain has thought really advanced textureplay to create this new kind of metal floor.
While this is not a metal floor, it still is textureplay, which is this week's theme. Decals are used to assist the terrain textures.
I apologize that I couldn't find the screenshot of a really detailed road created with decals; I had one in mind, but couldn't recall the name of it.
I hope I have made my point clear anyway. Let's not discuss this further.
Ha ha, didn't forget this time!
Weekly Terraining Exercise #90
Holiday greetings again, folks!
At this point I should be somewhere in Croatia, wearing a turtleneck and chain and sipping on a light beer. This should be the last time I'll have to talk through my time machine as I'm thinking I'll be back to upload next week's WTE. I might not be, though, so if there's no WTE in seven days, hang in there while I get back.
Meanwhile, the theme for this week's WTE is going to be "Texture Specific". Inspired by an interesting but hard to implement idea by Scbroodsc2, what this means is that you'll be creating a terrain that is focused around textures. You can (and should) use doodads, but the main idea of this week's theme is that you create something interesting on the floor using solely textures, decals and ground prop doodads. Think really advanced-texture play to create a new kind of metal floor, or really detailed roads created with decals.
This should be fun to check out once I get back, so be sure to turn your terrain into something interesting! :)
The Global Information/Idea thread for Terraining Exercises can be found here:
http://forums.sc2mapster.com/development/terrain/14658-terraining-exercises-global-information-idea-thread/
Considering you can retexture ground props, decals and doodads as well as altering tile sets, the question is what can you not do.
And here is a map I made nearly a year ago with some funky colour changing crystals and messing with the space platform mesh specular.
I know they look crude in hind sight.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
I love your crystals lol! And I guess you can modify what you want and come with a completly custom tyle if you wish so. But I think I was more thinking of using the default textures and do the best you can with those. I guess you can modify doodads too, it's up to you. However you can't see crystals changing colors on printscreen ;) Except if you make more than one.
So, I'd say, do what you want and focus on the ground more than on trees and rocks ;) Use your skills ;)
Working on projects:
Already got 3 miniprojects in the queue so just posted that as some inspiration. Like I said it is rather dated in that you can do far more awesome stuff.
Major challenge would the the Sistine Chapel roof portrait (got a couple of decades to spare?)
Still retexturing decals with no alpha channel stuff could be fun.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
I'm not exacly sure what you're creating...but it sounds cool haha
Working on projects:
Currently making a simulation of the Harvest ability enabling several tiers of resource manufacture (think ore + coal => gold => coins via different structures) as well as overcoming some limitations of the original ability like interrupting harvest for a fraction of resources.
A symbiotic and parasitic items demo including levelable hero items (can level in inventory) that give differing bonuses depending on level and various other fun things items can do to mimic various horror movies with possessing and blood sucking or self replicating alien parasites.
Then there is the prototype walker which uses purely ingame assets to make a skeleton for a four legged walker that has legs that dynamically step on the terrain with possible trample damage to any unit foolish enough to look like a piece of gum. It will alow easy hanging of visuals to make awesome units. For current official progress look at the post on the toss-a-tron experimental project.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Um ya... my little defense is like nothing compared to what you want to do haha!
Working on projects:
@Scbroodsc2: Go
In that is original and not based on something previously done?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Here you go...
This is the Protoss 'Valhalla'. ( where the fallen heroes go )
Looks really cool!
I am not exactly sure that it fits the theme though. I believe the theme was making your terrain with terrain textures.
I think he is, all those are stuff overlayed on hidden terrain cells by the looks.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@ScorpSCII: Go
Mozared: "you'll be creating a terrain that is focused around textures. You can (and should) use doodads, but the main idea of this week's theme is that you create something interesting on the floor using solely textures, decals and ground prop doodads. Think really advanced-texture play to create a new kind of metal floor, or really detailed roads created with decals."
+Ark+
@TheHolyArk: Go
Awsome lol
Working on projects:
@TheHolyArk: Go
Not trying to sound like a dick, but you totally misunderstood it.
Let me go through the quote you made:
Very simple. You use terrain textures to create a terrain.
This means that this week's theme is textureplay assisted by decals and ground prop doodads. If you are unfamiliar with these doodads, use the searchbar in the doodads palette.
In this sentence, we have the word "textureplay" again. It means playing around with the terrain textures in an artistic manner. You can blend different textures to make a new kind of metal floor, or you can blend different textures to make really detailed roads created with decals. You may be unfamiliar with "textureplay", so I have been so kind to show you a couple of examples, to avoid any further discussion:
The author of this terrain has thought really advanced textureplay to create this new kind of metal floor.
While this is not a metal floor, it still is textureplay, which is this week's theme. Decals are used to assist the terrain textures.
I apologize that I couldn't find the screenshot of a really detailed road created with decals; I had one in mind, but couldn't recall the name of it.
I hope I have made my point clear anyway. Let's not discuss this further.