Um, I soiled again.
NTB's Hills and Valleys Vol. 00
Débuté par
nicethugbert
, oct. 21 2010 03:35
#1
Posté 21 octobre 2010 - 03:35
#2
Posté 21 octobre 2010 - 11:26
Very Very nice aeas NTB. I love the erosion in the last shot.
#3
Posté 23 octobre 2010 - 02:00
Yeah, I saw these and grabbed the "c" version. Lots of potential there for several area prefabs. Just from rough looking, I can see a tropical pirate lair, a frozen mountain fortress, and a dense jungle valley teaming with dinos, and that is just from four of those areas.
Nice job.
Nice job.
#4
Posté 23 octobre 2010 - 12:08
MokahTGS wrote...
Yeah, I saw these and grabbed the "c" version. Lots of potential there for several area prefabs. Just from rough looking, I can see a tropical pirate lair, a frozen mountain fortress, and a dense jungle valley teaming with dinos, and that is just from four of those areas.
Nice job.
Cool ideas!
They definitely have lots of potential.
By the way, I was thinking of using L3DT and YATT for making an overland map. I guess the height range would be -1 to 1. What do you think NTB?
#5
Posté 23 octobre 2010 - 05:04
I used L3DT to make OMs for Binary. It works great. You just have to do some scaling.
If you set your Horizontal scale too high, your OM will be virtually featureless. So you have to pick a lesser value that gives large features that can still be seen.
Then, you have to decrease the height range in YATT on import because you will be cramming thousands of kilometers of dirt into 480x480 meters or less.
IIRC, Binaries maps were at a scale of 2414 meters per pixel, theoretically, in a 24x32 area. In L3DT I set the horizontal scale to 2.414 meters per pixel. 0.3125 is the Horizontal scale to use in L3DT when making normal areas for NWN2. In YATT, I set the height range to 1/32 of what it was in L3DT. I also made 1/8 and 1/16 scale areas.
When you have to do such drastic down scaling in the final area, you can afford to go with much higher values of noise, erosion, terracing, etc. and steeper coasts, deeper oceans, etc. in L3DT because in the end it's all going to get crushed when you scale down in YATT.
If you set your Horizontal scale too high, your OM will be virtually featureless. So you have to pick a lesser value that gives large features that can still be seen.
Then, you have to decrease the height range in YATT on import because you will be cramming thousands of kilometers of dirt into 480x480 meters or less.
IIRC, Binaries maps were at a scale of 2414 meters per pixel, theoretically, in a 24x32 area. In L3DT I set the horizontal scale to 2.414 meters per pixel. 0.3125 is the Horizontal scale to use in L3DT when making normal areas for NWN2. In YATT, I set the height range to 1/32 of what it was in L3DT. I also made 1/8 and 1/16 scale areas.
When you have to do such drastic down scaling in the final area, you can afford to go with much higher values of noise, erosion, terracing, etc. and steeper coasts, deeper oceans, etc. in L3DT because in the end it's all going to get crushed when you scale down in YATT.
Modifié par nicethugbert, 23 octobre 2010 - 06:28 .
#6
Posté 23 octobre 2010 - 06:58
Cool. I'm glad I'm not hand sculpting the OM. I wasn't looking forward to that.





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