Myself and Cervantes have been hard at work on those raise/lower options, plus I'm still working on various stairs. Decided to take a little break from that, though, and make some veeeeeery rough concept drawings to visualize the various building roof options that have been swirling in my head. It might not work out exactly as I visualize when I actually try making it in Max, but the images below will remain my guidelines. I'll find a way to preserve the overall aesthetic, making whatever changes are needed to existing building terrain geometry.
The only problem is that I wanted this terrain to look a bit less homogenous than the hall crosser does, but the tiles would still all look very like each other here. In the Bioware city building terrain, for instance, it really looks like lots of different houses jammed together. Can I do something similar here, keeping an overall aesthetic but getting more variety? Alternatively, do people believe it's better not take that approach? Any thoughts are welcome.
Anyway, for the first picture, no extra explanation is necessary.
The second image shows various new options for the middle "_20" tiles of the terrain, as well as some possible new side tiles.
The third image shows another option for some centre tiles: a "courtyard" in the middle of the building, with some trees growing through. Other options might be walkway in the middle of this, if lots of such tiles are used?
Modifié par Estelindis, 21 janvier 2014 - 04:20 .