Improvements, features etc.

All right, then. I've extended one side, I hope that's enough. I used the 1.2 model, not your original one. It uses the alpha channel more. Try it, you'll see. I changed the color of the river and also used the texture from your screenshot to make the model fit better with the textures in your mod specifically. Finally, I set "Smooth normals", which should make your model appear smooth in game.

Seeing that you can afford to do something with your python skills in the game, I figured I'd do the cliffs after all. Can you help me with them?
 
All right, then. I've extended one side, I hope that's enough. I used the 1.2 model, not your original one. It uses the alpha channel more. Try it, you'll see. I changed the color of the river and also used the texture from your screenshot to make the model fit better with the textures in your mod specifically. Finally, I set "Smooth normals", which should make your model appear smooth in game.
Thanks I'll check them in a few days (I hope).

Seeing that you can afford to do something with your python skills in the game
What you can see on the previous 2 screenshots are not python (yet) just NifScope and world builder editing. But I'm positive that these are also doable, just like the Mount Everest (which is python).

I figured I'd do the cliffs after all. Can you help me with them?
Sure.
...but what do you exactly mean by "cliffs"? The Mt.Everest?
 
Many graphic designers and programmers have tried to bring things from Civ5 and above into Civ4. Among other things, I cherish the vision of this...

clifs.jpg
 
Well, I thought of anchoring the NiNode in the tile, like when using Harbor. There would be three or four nodes with Clifs on one side and the code would orient them from the center of the tile towards the water. Judging by the detail of the images from civ5, it looks like a similar solution.

As for niagara falls - it's a set I never agreed with, but I ended up creating it. I think the creative distaste is visible in it.
If I were to engage in this idea today, I would choose a similar solution to the canyon. It has to mature and the model must not look as awkward as the current waterfalls...
 
Well, I thought of anchoring the NiNode in the tile, like when using Harbor. There would be three or four nodes with Clifs on one side and the code would orient them from the center of the tile towards the water. Judging by the detail of the images from civ5, it looks like a similar solution.
I think it should be doable. Of course we will need 3 or 4 different feature for the different shapes ( I L U and maybe [] )

I wonder if Ice could be used for this purpose. It already has different orientations.
 
Yeah. I thought it would be nice if someone came up with an Lsystem for that.

Making it like an iceberg would be awesome. An iceberg is the only thing, apart from ships, that can be seen underwater. Do you know why that is?
 
Yeah. I thought it would be nice if someone came up with an Lsystem for that.

Making it like an iceberg would be awesome.
Let's see if we can make any use of a duplicate of Icebergs...

An iceberg is the only thing, apart from ships, that can be seen underwater. Do you know why that is?
I have no idea.

Planetfall also has a sea xenofungus:
spawningspots2-jpg.222947

I have a recolored version of it as Coral reef but I don't remember where I took it from. Probably RI or some other mod.
 
I have the impression that the glacier itself is related in position to another glacier, not to the mainland :(
It is but couldn't it blend into the mainland?
 
Okay, I have an idea for rocks using the original L-system (or whatever)

1750195599225.png


All the trees are placed on WATER tiles instead of land.
Now how about replacing the tree models with rocks?
It's possible to place terrain features on coastal tiles only.
Actually it seems too easy to be the solution :shifty:
 
Well, those are things. Did you use magic?

Spoiler :
c85d5947833eb8c983e5fa0da77e5d5a.jpg

1750233562963.png

Actually it works in vanilla BtS.
I wonder why no one has ever thought about it.
 

Attachments

  • 1750233523095.png
    1750233523095.png
    576 KB · Views: 2
Because it's beyond the scope of the four. Every effort to bring something from 5 and 6 into the game opens up more horizons. It's the same as with your transparent square. People just think within the given framework of the four, but there's room to move those boundaries.

As for your Lsys, can it be written so that the rocks (forest :) ) appear only on one or two sides of the island? Or - in the case of your long island in the picture, were they only along the southern coast?
 
And I didn't do anything with the L-system at all. Nothing. Not even with the forest models :)
So placing a Forest on a coastal (water) tile will result in seeing trees on ALL neighbouring land tiles.
So the coastal rocks would be placed on water tiles too.
 
I understood you but looks like my answer wasn't clear enough.
So where I wrote FOREST on the tile there is a forest ON THAT tile. Therefore you see trees on the neighboring land tiles.
If I didn't place forests on the northern water tiles than there would be no trees on the northern shore of the island.
So it is as you want it 🙂
 
Back
Top Bottom