Tiling examples (large images)

Operation Desert Storm theater

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Tiling examples (large images)

Post by Snake Man »

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Re: Tiling examples (large images)

Post by Snake Man »

More shots from TerrainView, sorry but this software dont allow me to post more shots than 8, so here are just the links.

First one is Savanna, never mind the sharp rivers.
http://www.pmctactical.org/f4/screensho ... ample4.jpg

More Savanna.
http://www.pmctactical.org/f4/screensho ... ample5.jpg

The dark sandy type.
http://www.pmctactical.org/f4/screensho ... ample6.jpg

Savanna with something Image
http://www.pmctactical.org/f4/screensho ... ample7.jpg

More dark sand
http://www.pmctactical.org/f4/screensho ... ample8.jpg

Savanna, generic sand, farmland and city.
http://www.pmctactical.org/f4/screensho ... ample9.jpg

Now same with dark sand on other side of the city.
http://www.pmctactical.org/f4/screensho ... mple10.jpg

Generic sand and farmland
http://www.pmctactical.org/f4/screensho ... mple11.jpg

That was the Inland Deserts type of tiling, next I'll arrange some mountain examples.

Comments?

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Re: Tiling examples (large images)

Post by Snake Man »

Here is the F4ME tiling "guide" for you guys.

TerrainView screen when terrain features are loaded
Image


This next picture shows you the Autotiled default terrain and fixed terrain after it has been worked by human hand.
Image

Same sort of picture, with different type of terrain
Image

I'll try to make another set of example images soon.

Feel free to ask any questions you might have for Desert terrain tiling.

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Re: Tiling examples (large images)

Post by Snake Man »

This example is from the coast.

Image

Let me know if the quality is too poor in these images to see what we are looking for.

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Re: Tiling examples (large images)

Post by Snake Man »

The current F4ME theater file (F4ME-theater.L2) is already autotiled for rivers, roads and cities. When tilers work on the segments, running the autotiling is not necessary as its already done. This speeds up the tiling.

Tilers only need to fix the errors that autotiling has done.

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Re: Tiling examples (large images)

Post by Snake Man »

Here is good example of the river - road tiling. If we tile too many rivercrossings then the theater will be cluttered with bridges. So try to avoid them at all costs.


Image

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Re: Tiling examples (large images)

Post by Zaggy »

If anyone out there REALLY wants to make a difference to tiling, we have a little tiling application we'd like written... Will make tiling a theater SOOOO much easier...

Anyone wanna do some coding?? Talk to either me or SM...


Zaggy
Graphics-Meister...

And yeah T-Bone... There are some DAMN UGLY looking tiles in there... *shudders*...
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T Bone
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Re: Tiling examples (large images)

Post by T Bone »

It is very possible to make this terrain look realistic from high altitudes also. This is what the Balkans terrain team accomplished, and I have no doubt that we can equal or even surpass their work.

In particular I want you guys to focus on four things: roads, rivers, desert vegetation, and terrain transition.

As you can see, the roads in this example look extremely straight. When tiling roads, please try to make them as straight as possible by avoiding placing diagonal road transitions side by side. This creates an ugly jigsaw effect and detracts from the realism when the player is flying over the terrain.

Tile the rivers that are found in the plain desert with the river tiles that have water on them. The dry riverbed tiles do not seem to blend in as well as the watered river tiles. When tiling any river, you should make sure the river is a curvaceous and branchy as possible. Try to avoid putting two horizontal/vertical river tiles next to each other or you will create a repetitive effect. Keep in mind you do not need to tile all of the rivers. Most rivers in the theater are supposed to be seasonal.

Hmm, not even the shot above seems to do the rivers brancy and curvaceous. I will post some pictures soon.

Desert vegetation. These small bushes and plants add great sensation of realism to the player’s experience in the theater and should be “sprinkled” around your segments to add to the dimension of the terrain.

Terrain transitions need to be flexible. Do not confine them to the exact boundaries set by the pretiled terrain. It is important to avoid placing the same type of border tile together more than 2 times because this will make repetition obvious. I want to see transitions that look like what God makes in nature: something jagged, irregular, and unpredictable.

In addition, I will also create a BIG ASS tutorial for you guys so your tiling can get better & better! Have fun.


T-Bone
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Re: Tiling examples (large images)

Post by Snake Man »

We don't need to change elevations at this point. First we complete the basic tiling
and then some selected people go over the done segments in "Quality Assurance"
tiling pass, correcting any errors (which should be minimum) and fixing some
elevations if there are major rivers running uphill and such.

So don't worry about elevations at this point, just concentrate on roads/rivers/city fixes.

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