Working from: http://social.biowar...5/index/4825571
Any tricks for making convincing/good exteriors, when in an interior/tileset area?
Interior Exteriors tricks?
Débuté par
Happycrow
, sept. 20 2010 05:27
#1
Posté 20 septembre 2010 - 05:27
#2
Posté 20 septembre 2010 - 06:25
Not sure, the area in the images I posted is the other way round. It is an exterior made to look like a ruined interior. There are no interior tiles used.
Whenever I have done an exterior interior this has been the case. You can do a lot with paceables and the available textures.
PJ
Whenever I have done an exterior interior this has been the case. You can do a lot with paceables and the available textures.
PJ
Modifié par PJ156, 20 septembre 2010 - 06:25 .
#3
Posté 21 septembre 2010 - 12:37
Yeah. I'm finding myself needing to work the other way around due to server-space constraints... I'm finding it trickier than I'd have guessed.
#4
Posté 21 septembre 2010 - 02:06
You need a custom placeable to get a "skydome". Hellfire has demonstrated some.
Another problems are going to be the lack of natural tiles that look like grass or cobble etc unless you do some custom tile textures. Less of a problem actually.
Interiors have no 2x2 borders. So area borders could be problematic unless you can cover the entire area border with placeables to block LOS. Otherwise players will be able to walk right to the edge of the area. Not a problem when you have a normal interior and you have walls, but if you want an exterior that's a problem because you probably don't want wall tiles at your area border in most cases.
Another problems are going to be the lack of natural tiles that look like grass or cobble etc unless you do some custom tile textures. Less of a problem actually.
Interiors have no 2x2 borders. So area borders could be problematic unless you can cover the entire area border with placeables to block LOS. Otherwise players will be able to walk right to the edge of the area. Not a problem when you have a normal interior and you have walls, but if you want an exterior that's a problem because you probably don't want wall tiles at your area border in most cases.
#5
Posté 21 septembre 2010 - 06:27
Are you looking to create something specific?
#6
Posté 21 septembre 2010 - 03:42
Mostly looking to do some areas that blend into REALLY deep (think Schwarzwald) woods.
I'll peek around for skydomes.
I'll peek around for skydomes.
#7
Posté 21 septembre 2010 - 04:44
I would use some of the new cave floor textures from SoZ. They have dirt/green combination looks. I'd use only the no wall, no corner tiles, and set them to have no ceiling, and then make my area borders from the giant tree placeables. A greenish or bluish tint area fog. Since you can't have a skydome with tiles, I'd just make it either forever daytime or forever nighttime, and decorate as appropriate. Lots of the jungle ray vfx would look good.Happycrow wrote...
Mostly looking to do some areas that blend into REALLY deep (think Schwarzwald) woods.
I'll peek around for skydomes.
#8
Posté 21 septembre 2010 - 07:34
Hrm... yeah, cave floor3 and some strategically situated sunkenruins rubbled would blend really well with that, and the jungle rays through blue late, with ferns... thanks, that sounds really do-able.





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