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Posts
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Everything posted by SpiffyJack
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I updated Devils Tower. 150x150 Height 142 Scenario file format so you can make it your own If your interested Devils Tower 150x150.sc6
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Just curious, are you using the Launcher to execute the game with the latest build? Hopefully yes, if not, try that.
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Yup, what @Broxzier said too. I just like to keep different media separate.
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I just made a 'Heightmap folder' and keep all my grey scales in there. Once the image is imported, its never used again unless you decide to re-import it. EDIT: Color also works, but can be very unpredictable as to the results.
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I seem to be going bat shit crazy messing around with Heightmaps... Twisted Highway! H=50 and it actually slopes to sea level. My opinion: This could be an AMAZING map to work with. Possible WIP... Twisted Highway.sc6
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Devils Tower! Devils Tower 100x100.sc6 Edit: Current H=142 if I could get 280.. this would be close to scale.
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Cool.. I personally wasn't going to build that area, I only made a suggestion to your intersection.
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Scorpion Bay! Located somewhere in the Bermuda Triangle. Before and after a kick ass hurricane, or maybe alien visitors I would visit this place! if I knew where it was... Scorpion Bay 04.sc6 Scorpion Bay 05.sc6
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Don't go by what I posted... The Park is yours right now and you can do what you want My post has no bearing Edit: Although I do think some space is needed in that area. cascadia was the original builder there so I was just suggesting. 2nd Edit: I do suggest that any building in the center needs to be done well, it won't take much to make it look like a cluster f%ck
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@cascadia what do you think about opening up at the two paths shown? Give a little more wiggle room to build the area? Asking you because its your build. I didn't claim but i'm always messing around
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I checked out the park... Lots of cool stuff going on.. I not ready yet. It's all yours @qbbq
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I'll probably jump in and claim park around 12:00 pm pacific time if file is still available
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You answered my question better than I asked it. So know i'm thinking I can limit a greyscale pallet to 100 shades (or 50 due to steps of two) and get pretty close to knowing exactly where tiles will rise and fall. For instance: If you work off an origin of height (black), each grey can be a specific height allowing you to carve an entire map as detailed like a road map if you wanted.. I have noted too many grey's can be noisy. vs. working with a simple pallet and having more control. edit: I only base my 0-19 .. 20-39 etc so i can see the different shades
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That is correct. I believe i'm going to use the RCT castle objects for the cliff build, they will work much better
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Island Fingers. I'm separating the grey scale to tile height ratio. It seems that every 20 pts in grey scale separates tile heights... still working on the formula. EDIT: @Broxzier I think you know what i'm trying to do... you have any input on this? Island Fingers.sc6
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.... Louis blocks.. and others .. I need to get back to the roots maybe... I'll hear about it on NEDs too
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This is literally the smallest map I've ever decided to build. Originally it was just to showcase how using Height Map aids in map building. @BlazingEmpireHD the space map isn't using any packs.. oh wait, i'm confused, the mountains i used as clouds?
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I have to pass Claimed: Queue: @imlegos, giraty, qbbq, TheMightyClem, WobblyRails, Broxzier, Wuis , Jochem, TuneMissed: jensj12, RedScope53, Cascadia, SpiffyJack
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You realize I could say this is because your stupid.... But even I don't agree with that...
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Just have fun... it's all good
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Thank you... i cant remember to be honest... but I do know each file is progressive as far as scenery and added terraforming in the progress. Edit: I goofed...the MO9. file above is strait off the height map. Those other files were sad attempts to build the mountain prior using a height map.