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(WIP) New Terrain
Moderators: EVA-251
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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Fri Jul 25, 2008 1:01 am    Post subject:  (WIP) New Terrain Reply with quote  Mark this post and the followings unread


Its a morning shot of the new terrain, which I started on Tuesday.

There is a few tiling issues related to the dark grass and sand, which you can probably see very easily.

Please note there is a "light post" in the screenshot, and ignore the Medium Tank ontop of the Ore Miner. :V

This page will be updated as more and more terrain is done.

Tiles Finished:
Grass
Dark Grass
Sand

Programs used:
Gimp 2.4.6
MS Paint
TMP Studio
FA2 (for testing)
QuArK

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YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

Last edited by EVA-251 on Fri Jul 25, 2008 1:08 am; edited 1 time in total

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Suiseiseki
Commander


Joined: 06 Oct 2003

PostPosted: Fri Jul 25, 2008 1:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks decent enough...


Also, ztype yea! Miner porn!

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Sleepwalker
AA Infantry


Joined: 13 Apr 2006
Location: No(r)Way

PostPosted: Fri Jul 25, 2008 4:20 am    Post subject: Reply with quote  Mark this post and the followings unread

The dark grass / light grass edges should be like the light grass / sand.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Fri Jul 25, 2008 5:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, I did the grass/dark grass transitions first, and did them wrong as well.

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YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Fri Jul 25, 2008 8:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Loving the way we're getting more and more terrain artists; I Can't believe how long it actually took me to actually learn terrain.
Anyway: The terrain fixes and transitions look really unrealistic. The dark grass fixes look like they've been drawn with a ruler, make them more wavy and a bit noisy and it'll look more realistic, the way you've done it now just looks unnatural.

Last edited by Aro on Fri Jul 25, 2008 9:08 am; edited 1 time in total

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Fri Jul 25, 2008 9:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Ah, smexy terrain...

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Jul 25, 2008 9:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Not bad for a starter #Tongue As Aro said, make the terrain more wavy, but at the end of the tile, make it so that it will continue smoothly to the next tile. I hope you understand what I mean...

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EVA-251
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Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Fri Jul 25, 2008 2:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
Loving the way we're getting more and more terrain artists; I Can't believe how long it actually took me to actually learn terrain.
Anyway: The terrain fixes and transitions look really unrealistic. The dark grass fixes look like they've been drawn with a ruler, make them more wavy and a bit noisy and it'll look more realistic, the way you've done it now just looks unnatural.


The dark grass was my first go at transitions, and the funny part is that I designed about 6 transitions that would never be used by the engine.

And yeah, there are a few tiles in the standard dark grass that are just...to put it short...bad.

As for the sand, part of it was using RA2's transition style, and part of it was using memory of how those two terrains exist IRL.


So redo the dark grass transitions and fix the tiling issues?

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YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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Biohazard
Commander


Joined: 17 Jan 2008
Location: MD,USA

PostPosted: Fri Jul 25, 2008 3:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

wow a lot of new terrain makers.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Sat Jul 26, 2008 1:13 am    Post subject: Reply with quote  Mark this post and the followings unread

well, I figured it was about time and I figured I could manage something with the rather nice Quake II environmental textures and a better understanding of GIMP.

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YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Tue Jul 29, 2008 1:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Terrain Maker's Log, Day 4
Despite feeling apprehensive about doing it over again, I went ahead, opened up MS Paint and GIMP, redoing all 32 tiles for the dark-grass/grass transition, and fixed 4 dark grass tiles that were quite ugly. Then I started on rocky terrain. Then I quit in frustration.


This is the fruit of about 3 1/2 hours of work.
Should the transitions be wavier? It was a mild concern of mine when I saw them in FA2. (especially bottom-right angle)

As for the sand, its come to my attention there is a rather nasty outlier among the LATs...It should be overly apparent to you as well.

I have some questions for doing the rocky terrain. How should I approach this? New texture, or should I use my rock source and combine it with standard grass LAT? How would one go about making a transition with them?

Finally, thanks to everybody who gave constructive criticism and feedback on my first attempt.

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YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Jul 29, 2008 8:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Making progress aren't we Mar- erm EVA? #Tongue
Anyways, it looks good. Transitions look also good. Maybe you should make the grass-dark grass transitions a bit more wavier... And for the rocky terrain: this is how I did it:
I took the normal grass terrain, darkened it with 25%, used a texture for the rocks and c/p small pieces of it onto the rocky terrain. I hope you can figure the rest out yourself Wink

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Tue Jul 29, 2008 1:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mar-? lol

Anywho, I guess that will work. My original method involved taking a rocky terrain texture from Quake I directly, but the terrain ended up being barely noticeable in FA2.

I will take a go at your method and see how it turns out.

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YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Jul 29, 2008 1:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's a quote from Doom3: "Making progress, aren't we Marine?" Nevermind that #Tongue
Also, I wish you luck with the slopes. That is one f the most difficult parts of terrain editing. I'm still busy with them #Tongue

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Tue Jul 29, 2008 1:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
It's a quote from Doom3: "Making progress, aren't we Marine?" Nevermind that #Tongue
Also, I wish you luck with the slopes. That is one f the most difficult parts of terrain editing. I'm still busy with them #Tongue

I have my own ideas relating on how to do slopes... :3

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YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Tue Jul 29, 2008 4:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Maybe this'll rival...some mod in terrain... #Tongue

Really, very smooth terrain.

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ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Tue Jul 29, 2008 6:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
It's a quote from Doom3: "Making progress, aren't we Marine?" Nevermind that #Tongue
Also, I wish you luck with the slopes. That is one f the most difficult parts of terrain editing. I'm still busy with them #Tongue


there never was an "arent we" just "Making progress, marine?"

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Tue Aug 05, 2008 11:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Terrain Maker's Log, Day 5
After a week long break, I resumed the rocky terrain set today. I took a different approach, making the grass part first, then adding in the rocks. The results are below.


A few seam issues with some of the pieces, but nothing major.

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YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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NewGuy
Missile Trooper


Joined: 24 Feb 2008

PostPosted: Tue Aug 05, 2008 11:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

wow nice new terrain, pro work imo

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Aug 06, 2008 8:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks good! That reminds me: I still have some cliffs to redo #Tongue

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Wed Aug 06, 2008 11:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks.

And Dutchy, have fun with that. #Tongue

(or have fun with the dirt roads, they make up 1/8th the temperate theater)

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YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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Yurisarmy
Missile Trooper


Joined: 02 Mar 2005
Location: Missouri, USA

PostPosted: Fri Aug 08, 2008 4:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

OT: Lol, the SAM is floating above the base!
On-topic: Very well done. I like it a lot. Inspires me to do my own for my dusty old projects.

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