Just finished the fluff crosser mods. Here's a look at a mostly fluffed mountainous area. For _six I also took out the ambient light color (now using 128 gray), so you can see what it would look like under purely white light. Full white (255 gray) looks like crap, as expected.
I love the rim around the rock edge!
There are still a few tiles which are offset by .02 cm, so I gotta go back and manually find and fix those. At least one tile is making a see-through crack in the floor. Nobody likes that. My kid calls it balloon world, since you can see it is hollow. He then runs off saying there is a crack in his room and he has to go save Amy Pond.
The fluff crosser pushes the walkable region at the top of the tile out about 50%, making the steepness of the slope quite a bit sharper, but providing a lot more flat walkable area at the upper region.
While the carve crosser was interesting, I fear it won't survive through the process of all this billowy rock addition. What I might do is modify the carve crosser to simply push the bottom walkable area back 50%, so as to create the opposite of fluff. Just like I've designed the dilate/erode crossers to be the opposite, I think the carve/fluff combo will be more useful as a working pair.
For those of you who are already playing with this in the toolset, you'll notice that the carve crosser can also be used on raised portions to cause their center to once again touch the previous level down, or if used all the way across the tile, it cuts a path through the rock. I want to keep that functionality, but possibly increase the useful width of the chasm.
Also coming up, I have the actual chasm terrain in process. Unlike the carve and raise features, the true chasm terrain will be a serious pit to nowhere. I won't be adding on-tile fog down in the pit, as I prefer that the tileset furnish that as needed. This also leaves open the ability to create a new skybox where the bottom of the skybox texture is a little town far below, or a forest as viewed from up on high. One might ring a mountainous area with the chasm terrain instead of the base grass, so that the player feels like they are on the summit of a tall mountain. Old super nintendo games were good at portraying that feeling, even on 16 bit color. Games like Lagoon and Final Fantasy 4 (II in US) had at least one scrolling background which worked as great at making the player feel as if they were far up above the world.