WarKirby
Arty person
Maybe brown roughness could be used for rockiness, and white for edges to convey height. So rainy highland would have some white parts showing through, and rainy/rocky/highlands would have both white and brown parts
Two things: Because I cut parts of the peak texture to get the plateau, I made the rest a bit less transparent, so details of the peak texture are a bit more pronounced. Second reason: You're probably paying more attention to it now! These spots were always there, but the decrease in transparency made them a little more obvious and you're checking the terrain more carefully now - see the attached screenshot - this is the normal texture and they are there as well.Looks great to me. Would love to have the files. One small question: where do these spots come from? (see attachment)
Brown for rocky would make it hard to see on arid - and would make the distinction between rocky moist and rocky rainy terrain more difficult again.Maybe brown roughness could be used for rockiness, and white for edges to convey height. So rainy highland would have some white parts showing through, and rainy/rocky/highlands would have both white and brown parts
Do you want them removed?
Okay, done - it's way less visible now and less bright. I'm pretty happy with the terrain now - I've uploaded it here. I'll try to make some screenshots and new terrain buttons based on them tomorrow.Yeah I think that would be good. Or at least make them the same colour as the rest of the texture. (I'm not imagining they're a different colour right?)
That would be rather neat, but I suspect the actual implementation would be messy, as it would interfere with fungus and forests.How about making Rockiness into a feature, instead of a terrain type. WIth an actual 3D model, it would be fairly hard to miss.
Okay, done - it's way less visible now and less bright. I'm pretty happy with the terrain now - I've uploaded it here. I'll try to make some screenshots and new terrain buttons based on them tomorrow.
Oops, I just uploaded some screenshots - I'm going to make a couple of new ones without the original water.dds later (though I still do prefer the darker one).I noticed you included the water.dds though. As I prefer brighter rather than darker oceans, I'd actually prefer to keep the old dds.
Yeah, they're more or less the Improved Graphics detail textures scaled down (to avoid increasing the file size and graphics requirements) with some edits (like the dunes of the arid texture). More importantly, it includes the ocean floor detail.Also I wonder, did you change those detail files you included?
Impressions?
Of the pop-up window and the centre bar at the bottom? Yes - I'm trying to match them with the SMAC display boxes on the left and right (which also means reducing the "gloss" from the interface, wasn't a big fan of it anyway, not for a SMAC feel, at least). Of course, I can also change the transparency of these boxes - any preferences?Did you slightly change the interface transparancy though, or am I imagining stuff?
I think I am... sorry, PC crapped out last week, didn't even get to play patch k... I'm going to make the button for tomorrow (also, I need to see what new shiny things v12 has now!).Lord Tirian, you still around?
Would you be interested in making a special ability version button of the Woodsman I promotion? Planetfall now has a Forest Camouflage spec ab.
Not sure about the snow symbol, but I think I could recreate it, if I don't find it again. But I do have the laurels around. Do you want them as attachment?Lord Tirian, I wonder if you have the source files you used for:
1) The snow symbol for the Snow Camouflage spec ab
2) The laurels for the Unity Bay projects