He's got some very tall grass and reeds in that tileset, but I can't see where it crops up in the toolset.
Why do I care? Short anwser: I have OCD.
Longer answer: in Arnheim I have terrain effects which I define both by triggers and area. One of the terrain types I have defined is thick vegetation. this terrain can provide concealment, increase the potency of entangle and vine mine upon characters in the vegetation, and it can slow movement. Fliers ignore it. Druids can slip through it without much worry. Creature size can change how the affects are applied etc.... And it makes dynamic sounds when something is moving it through it, unless it is stealthy enough, incorporeal etc.... I like how this adds immersion to the game and enables terrain to provide more tactical oppurtunities.
BUT... if the vegetation is grass, I have a very hard time knowing where to define the vegetation zone. Typically grass is of neglegible height. But not in this tileset. So.....
How can I make it visible or otherwise identify where it is while in the toolset?
I do use a "development HAK" - meaning a set of resources that make building easier but is removed when the module is released for play - so if there were a way to provide a visible texture to the zone with grass emitters this could work, as I'd just stick the resources in my development hak. Dunno what other options I might have available to me. I don't necessarily want to extract the tiles and change them to make the zone of grass visible... but if I had to and someone explained how this could be done.... I'd do it.
Lastly... it would be interesting to tie the terrain effects to the type of ground of the tile. I mean how the footstep type changes on certain kinds of ground. If I could access this via scripting, I wouldn't necessarily have to define vegetation zones in the toolset, but would be able to simple switch terrain effects on for certain footstep types. (I'd love to do this for water...) But anyway.... please let me know your thoughts on how to approach this problem.





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