six wrote...
I'm guessing you're aware that the half level grass on all sides tiles aren't raised? Thought I'd raise that issue just in case.
Thanks, Six, I wasn't aware of it because those tiles were a last minute addition which I hadn't tested yet.
There's also one of them (the pond) that should be a feature. There are too few of the tiles that are raised on all sides. I just copied a few from the chasm/cliff terrain. I'll fix the height of those tiles, make the pond a feature and add more tiles of that kind that don't have rocks on them, but also aren't completely flat.
s e n wrote...
another thing: with the grass terrain, i see some bad smoothing issue among adiacent tiles. not sure if you know or if you just decided not care of it, but there is a method (i think a LR discover) to solve the smoothing issue created by different vertex normals in shared edges: basically make a small stripe (ex 20 or 30 cm will suffice) in both the adiacent tiles where they meet, that share exactly the same normals (actually you can quickly do that by mirroring the stripe of a tile and merge it into the other). that way, all grass will look nice and smooth!! note: the vertex couples of the stripe need to get teh same (example) yz values if the edge moves along the y axis, anyway its easy just to open a tile of rocky mountains and look at it '>
I know the method, Sen, and have fixed a few tiles that way, but the fixes are not in the version that is on the vault.
The a05 tiles are especially bad and I started fixing them. The one with the many rocks on it (a31_03) was very bad, too. I already fixed that.
I guess there are alot of tiles which I haven't fixed yet because the bad smoothing isn't so obvious.
Another problem are the tiny sparkles along the edges of some tiles. Those appear in tiles based on DLA tiles because some of them have only four vertices along an edge while others have 8 or more.
But nobody complained about them in the TNO tileset, so maybe I can leave them the way they are.
I could have made every tile from scratch instead of using DLA tiles, but that would have been far too much work for one person alone.
Even without variations there are hundreds of tiles needed for all the possible combinations of the two grass terrains and the ridge crosser. I still have about twenty more to make and possibly some combinations I didn't think of yet.
I also still have to make the half height grass terrain work next to trees terrain and make raised trees terrain.
The mountain terrain will not be based on Bioware or DLA tiles this time. I already wanted to make a mountain terrain for the Arabian Nights tileset, but a month was not enough time for that, so I used the forest cliffs instead.