henesua wrote...
Bannor Bloodfist wrote...
To give a slightly better explanation, a single terrain, say grass, needs at minimum about 9 tiles to get it working. Now add raise/lower and you have to generate a bunch more, I can't remember the multiplier number but it is there.
I'm confused here. I don't think I understand you. My understanding is the following for terrain without a raise lower option:
if you only have one terrain, you only need 1 tile.
If you have two terrains you need at minimum 6 tiles for the two to work together.
Technically speaking, that is correct, but that is one super boring tileset. Even with two terrains, with only the single variation of that one center tile, it is going to be really boring.
Anyway, I think I was confusing myself a bit in that description, I was actually thinking crossers, and speaking terrains... not quite the same thing. I was also considering the raise/lower (which every builder wants when creating an area) and of coruse that adds tiles to the minimum as well. Even then, my math was off.
Singler terrain, NO crossers, NO variation in Height, == 1 tile.
Add Raise/Lower = 6 (works like a crosser, even though it is counted and painted as a terrain, this typically ASSUMED to be part of the main terrain)
Add additional terrains... well, the numbers climb quickly.
Single crosser, 1 tile that dead-ends in middle of tile, only connects on only one side(or top or bottom, all is the same to the engine for this bit) one with a connection for each pair of sides top-bottom, leftside-top intereact with each other. One more that gives a T style intersection in the middle. This is also assuming NO raise/lower. If you add raise/lower to the terrain, typically you will NOT have a T intersection in the middle of the tile as that is where the upslope or downsloped begins/ends, BUT you will have to double the single side dead-end so one stops in middel but at lower side of the hill, one dead-ends in middle but on top section of hill.
For variety, you really need to add multiple variations on each individual tile. That is what kills ya in the long run, the question of "Do I make a boring set, or do I make one with enough variation to give the builder some real choices when he creates an area?" I always shoot for the later.
Anyway, it gets confusing really quickly, and it is also VERY easy to forget to create certain tiles when adding additional terrains or crossers, and the raise/lower bits and pieces needed.
Modifié par Bannor Bloodfist, 20 janvier 2014 - 05:55 .