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Old 05-02-2008, 02:58 PM   #21

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Quote:
Originally Posted by [R-DEV]Rhino View Post
no the terrain generator paints the texture, its what I use L3DT for as it can make a really good "base texture" for you to work ontop of. Why Fools Road looks so much nicer than AoM cos I did a really nice base texture using L3DT on it for taxi in the early stages of the map. Otherwise it would have the same yellow tinge AoM has all over

and using a terrain generator to make a terrain is a crime IMO
There are many ways you can speed up trainning making, like I can use photoshop to paint a really nice good looking terrain, excatly how I want it in a few mins, where all a terrain generator dose is you put a few numbers into it and it throws back a random terrain based off thous numbers, and you will be lucky if its at all user able and it will never be anything you are really looking for... Ie, if you had a design on a bit of paper before you went into the generator I bet you that you couldnt get what you had on that bit of paper out of it.
Totally agree - unless your a pro on world machine ( which would take forever to learn ) you cant produce a "custom terrain" using a generator. If you look at geocontrol youll see that my map is basically the highlands preset with a few minor filters applied to smooth the valleys and slopes.

EDIT - i dont agree with it being a crime though - its hard to avoid a "manmade" look if you do it by hand.
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Old 05-02-2008, 03:27 PM   #22
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lol didnt know that l3dt can do that... im making my terrain with l3dt and textures with t-paint...and i like the results

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Old 05-02-2008, 03:45 PM   #23
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ehhh the best part of L3DT is its a way more advanced Tpaint, tpaint only goes off 2 things, gradient and height and can only have 3 textures. L3DT can have as many textures as it likes, goes of highet, gradient, water hight, and loads of other bits which i cant remember without looking at it. It's hard to get the hang of, took me quite some time to work it out but once you do you can make some really sweet base textures to work ontop of. Also you can do overgrowth and undergrowth with L3DT by using its terrain painting methods to.

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Old 05-02-2008, 04:18 PM   #24

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Heres the new colours and the mist effect has gone. I might make the green slightly darker but Ill have to think about it.

[IMG][/IMG]





[IMG][/IMG]
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Old 05-02-2008, 06:17 PM   #25

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mmM twin peaks..

My avatar shows 23ST & Broadway, NYC.
An alpha channel in Photoshop,
while editing this photo.
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Old 05-03-2008, 01:14 PM   #26

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[IMG][/IMG]

After alot of messing around with colours Ive decided on the above. Its alot more browny, but it looks much better as its hard to get the greens looking real. I may tweak it VERY slightly later, but Im going to get on with the vegetation now.
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Old 05-03-2008, 01:28 PM   #27

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Noo, make it more dark greener.

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Old 05-03-2008, 01:54 PM   #28

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Originally Posted by =Romagnolo= View Post
Noo, make it more dark greener.
I thought the same so I might do - you can see patches of a darker green on there and I considered using that as the main green, but I was worried about the map being too dark. Its hard doing moorland as many of the colours in rl look crap in game ( eg alot of them are purple or yellow! )
Ive been looking at greens for so long now that you start to lose focus, so any feedback is much appreciated. Rom do you think it looks totally unrealistic or do you just prefer dark green?

EDIT yeah here it is with a darker green :

[IMG][/IMG]

Looks much better!
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Last edited by spacemanc; 05-03-2008 at 05:39 PM..
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Old 05-04-2008, 08:36 AM   #29

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Any feedback on the new colours above?

I can make it darker, but moorland is usually quite yellowy. Having said that moorland is a variety of colours depending on height and time of year. Personally Im quite happy with the brightness, but Im a bit unsure of the "realism" of the green. What do you guys think?
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Old 05-04-2008, 11:05 AM   #30

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Nice, this color fits very well with a moody grass field.

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