Ares de Borg's Terrain Pack II: Preview Thread

That looks excellent. When will you be adding the new landmark terrain?

As soon as I'm content with the result. Some glitches to fix here and there.

@Blue Monkey: Yes, this is what I had in mind.
 
How about that?

mahgreb2.jpg
 
Here's another one showing the transitions (although not too bad, they still need some work):

Spoiler :
mahgreb3.jpg
 
I think it's too regular for a 'real' desert… could you randomise it a bit?
 
Well, it's just a WIP... i guess I can change one or two of the larger shrubs. But large areas of the same terrain are always made of just 3 different tiles, so there's not much I can do about it.
 
Yeah, I know, but… they look like they're on a grid (not the game grid)
 
I think it looks great, Ares, and I agree with all of the changes you've made so far. It may not occur to everybody that the reason that there is the appearance of some repetition in the terrain is that it's literally the same tile being repeated and the game, to a great degree, decides that. Making a pattern on a tile that's so random that it disappears is one of the most difficult things in terrain modding, and the human eye is spectacularly clever at spotting repeated patterns. In actual use, I'd be blending this terrain with other terrains on the map - I try never to use large fields of just one type of terrain on a map anymore - and any repetition would probably be too rare to register.
 
Not sure if this will work, to bypass the parameters of 3 graphics for one tile, make 6 and split them into two, name one Scrubland, and other Scrubland2. Give them the same tile properties, and graphically they will look similar withoiut the patterns, and still retain the same function.

now i am basically in kindergarten when it comes to understanding civ3 graphics, but i am just trying to help
 
Not sure if this will work, to bypass the parameters of 3 graphics for one tile, make 6 and split them into two, name one Scrubland, and other Scrubland2. Give them the same tile properties, and graphically they will look similar withoiut the patterns, and still retain the same function.

now i am basically in kindergarten when it comes to understanding civ3 graphics, but i am just trying to help
Yes, but Ares is already using the regular desert tiles and the number of terrains is hardcoded :(
 
Update: I'm still working on this, and you might have noticed in Post #566 that I have adopted Pounder's heavy grass for my terrain, and Balthasar's (?) apple trees as bonus grassland. Thanks to both, especially Pounder, who has been an inspiration for my work for many years. :)
 
Here's another one showing the transitions (although not too bad, they still need some work):

Spoiler :
mahgreb3.jpg

Sorry for asking (know nothing about terrain creations)
I used the new Anno DemoII with your terrain (I just generated a map to see in the editor)
and using MEM too and the North African Desert doesn´t look like this.
I know MEM was an older version of your terrain pack, but still it had this tnt.pcx file

Why do I see "trees" in the desert. I found that they came from a tnt.pcx file that removing it got rid of these trees. BUT I was hoping to get that GREAT look in the picture above.
 

Attachments

  • AnnoDemoII.jpg
    AnnoDemoII.jpg
    169.5 KB · Views: 114
  • MEMwAresTerrain.jpg
    MEMwAresTerrain.jpg
    143.9 KB · Views: 123
The tnt file is for the Bonus Grassland, they shouldn't be in the Desert.

The north african desert is still a WIP, it's not included in the pack yet.
 
Back
Top Bottom