Custom Terrain bldgs, irrigation, roads and rails. Need tips!

LKendter since a long time uses something similar for his roads and railroads in the reports about his part in the CCM succession games.

Spoiler :

Screenshots from the current CCM3 succession game with Scandinavia:

0f3da588-2c1c-4bc2-bcf9-fd7b3370beac.jpg


9522c9b1-a3d3-4a1c-9cd3-ec80426de79c.jpg

 
I redid the railroad pcx tile numbering but this time in order from left to right. I then tested each layer against tile #1 and turned off any tile that wasnt near the cluster of 1s. We can now begin to see some patterns emerging. Still scrambled but it might be something more workable for texture editing. I highlighted 2 of the patterns of #1 but there are plenty. I think this is it. With this I can create varied railroad textures once I refine the pattern. It's probably going to be a crap load of trial and error from this point.
Thank you for these details, I think this will help with some of my terrain conversions. Quite the pattern there.
 
@ajb
I settled for a pattern less busy at the moment. The tiles I chose allow for clusters and some scattered tiles for variation. This has worked great so far. The pattern is tiles 1/2/6/15 on row 17 &&& tile 16 on row 16 in the railroad.pcx. This also depends on your graphics. If you have smaller bldgs or anything then it might not look as full as mine did. Mine is designed to work with my bigger cities with multiple districts. I'm planning to edit all the edges of the railroads file so that to edges build large train tracks with the occasional train showing. It can be difficult if you add too much since you will have to shrink your color palette for each unique texture in an effort so make all the textures look as good as possible with as many colors as possible that fit the 256 palette. Here is the pic for reference:

Pattern.png
 
  • Like
Reactions: ajb
The road pcx file acts very weird when you draw outside of the purple squares. NE & NW of a purple tile (Green) act as a hard cover and will overlap any textures in the way including cities. SE & SW (Green) will act as a soft cover and will be overlapped by any textures that make contact. This seems to be the same for other textures such as terrainBuildings.

In the case of the roads.pcx the very last square on the bottom right is the only one that is used when a square is surrounded by roads, making it the lone repeating square in a map/section FULL of roads (except for the edges). With careful drawing I managed draw irrigations that will be exposed only when roads are present, duck behind hills, mountains, forests, and cities, and be overlapped by the irrigation improvement in a way that resembles the civ2 irrigation upgrade from irrigation to farm. Compared to my previous screenshot (pre-railroads) it greatly cleaned up the map view in a satisfying way where you can see the 2 textures "stacked". It's an illusion after all:

NOTE: I should mention this matters because my irrigations are part of the roads.pcx and roads cover EVERYTHING. I drew roads with irrigation that would have looked silly if the irrigation was on top of a mountain peak.

RoadsUpdated.png
 
Last edited:
I was trying to make a mine that didnt look so repetitive but ironically I had to add more buildings to add variation, and making use of the green (out of bounds tiles) in the pcx file. If you know the limits it actually works and the extras will duck accordingly. It's not perfect and it has its issues specially with roads but it looks decent for all ages. Here is a sample where you get mines, roads, rails, and farms each added 1 at a time and it blends ok even with the limitations:
 

Attachments

  • Mines.png
    Mines.png
    2.4 MB · Views: 45
  • Mines+Roads.png
    Mines+Roads.png
    2.5 MB · Views: 44
  • Mines+Roads+Rails.png
    Mines+Roads+Rails.png
    2.5 MB · Views: 48
  • Mines+Roads+Rails+Farms.png
    Mines+Roads+Rails+Farms.png
    2.5 MB · Views: 47
Bah I thought they still looked too crowded and made more plain. Now they fit perfect with mountains and hills while plains/grass look less busy, and fit with my other textures:
 

Attachments

  • Mines-MorePlain1.png
    Mines-MorePlain1.png
    2.6 MB · Views: 42
  • Mines-MorePlain2.png
    Mines-MorePlain2.png
    2.5 MB · Views: 40
Back
Top Bottom