Fresh back from vacation.
Parsing trip pictures -- 100% complete
Planning new texture placement -- 100% complete
Planning new height transition -- 100% complete
Separating regions into individual tilesets -- 100% complete
Pictures coming up starting hopefully next Wednesday for the tileset.
So what I am doing is separating the tileset into a few regional subsets with eventual mixers. Here's the new plan so far:
High Plains
this is your basic grass, very similar to OC rural. It will be a tall grass or prairie setting, with a very short height transition. It will also have a river system with a very small river width, but it can cut hills of various heights with tile groups to simulate bends through softer rock layers. I'm going to stick with a near-grayscale tanish color for ground, similar to that found on the road in OC rural, but with less color. Trees will consist of scrub oak and box elder, almost entirely, with the occasional buffalo berry or something sage in color to break up the monotony. In addition to the base grass color/height/mass, the area will be filled with various wildflowers and specific grasses. High plains will feature two pond types: clean and alkali. Both will be walk-in depth. Cut height transitions, as well as alkali pools, will show badlands clay rocks as their base.
Badlands
This will connect easily with High Plains, but I also intend to connect it to Limestone Cliffs. Again, the color will be near-grayscale tanish, but will have more variation in deeper cuts. Transitions will be 1:3 grade with a half-height crosser with interesting claw-like ramps. No base grass will exist for this tileset, but the tiles will have specific grasses and flowers on-tile, with the option to add tileset-specific additional plants, such as prickly pear, or world-specific stuff-things. Trees will consist of ash, cottonwood, and scrub oak. Badlands will feature no water type, but will contain a river crosser without height transitions, so that you can portray the bottom drainage level of your region. This sub-set will feature only a few shallow cave entrances. Many placeable boulders, rubble piles, and spires, will be available.
Limestone Cliffs
This will connect to both the High Plains and the Badlands sets. Height transitions will come in a few varieties via corner-type, and can change color via crossers. This set will contain many cave entrance variants, including sinkholes for top-down access. The base color will be a yellow tone dirt, but can change to red, gray, or blackened with age/acid. This will contain a sickly base grass which is short, as well as on-tile rim grass and patches of specific vegetation. Placeables will include various sage and scrub plants which can grow directly from the height transition cracks. Trees will consist of poplar, birch, and ponderosa pine, with the occasional spruce. Limestone cliffs will feature a deep water area, as well as rapid rivers. Shallows will be portrayed by passing the river through the water area, rather than making large walkable water tiles. This sub-set will have many waterfalls. I'd like to feature a stacked limestone wall crosser, as well as many placeables for those torn-down limestone bits, such as rock piles, gigantic boulders, and natural stacks of top-heavy stone.
Granitelands
This will connect down to the Limestone Cliffs tileset via a violent transition through schist and gneiss. Granite masses will come in a few different flavors, including: weathered smooth, weathered spire, cut and mined, and metamorphic outcrops. Height transitions will be approximately 1:3 with a half-height transition already on tile variants, but not accessible via a crosser. Non-walkable transitions will be minimum 1:1 with metamorphic outcrops, or steeper with spires and mined regions. All of those mentioned will be worked into the set via groups, and may not be mixable except in certain groups. Walkable ground which is not in the weathered smooth region will consist of mica rich gray powder with splotches of crushed schist and granite. Tileset-specific placeables will allow you to more granitize the tile floor, or change it fully to crushed granite, especially for use near mined areas. Granitelands will have water transitions of two types: very soft, and instantly deep. You can then portray both walk-in water regions, as well as frightening plunges. This subset will have patches of on-tile grass of many varities, and flat regions will have a basic grass with flowers and weeds. On-tile vegetation will offer a selection of pine, spruce, or birch, all accessible via crossers. Less steep tiles will also feature scrub oak and sage-colored shrubs. River crossers will be thin, shallow, and rapid at almost all points. Waterfalls will be represented only with placeable sprinklings or ribbons. This sub-set will feature many types of mine entrances, as well as mineral rich wall-like features.
Granitelands will not be as tall overall as previous views of this tileset have been. It simply doesn't need to be for most uses. I may still make some groups with some really high reachable areas which do not fit within the 4-5 tileset corner types.
Each region MAY feature a few basic skyboxes, but I'd like to make it so the OC skyboxes, as well as many of the community skyboxes, will function well with the tileset. The way this will work best is with a proper edge-tile to hide skybox ground coloration where present.
Each region will also have a high "surround" tile type, which you use as the edge, and also to avoid that edge-darkening built-in feature of the engine which I hate so much. This lets you replace the built in edge-tile system, as well as change its location on the map. It also lets you encapsulate the area more fully without using standard tile types. For instance, the Granitelands will feature two surround types: steep drop, and impassible cliff wall. This lets you represent both being up on top of a high granite mass, or being in a valley surrounded by weathered granite. The only way I can imagine to encapsulate the other sets is with walls, so they will also feature impassible cliff types, but will also feature normal edge-tiles of plains grass, which I am not fond of. In all the variations of this surround type, you will get much greater variation than with standard built-in edge-tile systems, as well as have some small amount of walkable space on some of those tiles which does not fade to darkness.
Already mentioned above, the transitions between regions will come later. I don't want to waste time playing world-builder in such a way that all this stuff has to instantly fit together. I know areas can only be so big, so there is no point in making the whole area represent 200 miles of land. As with the Infinity engine, the spaces between will be imagined... for now.
As I said before vacation, I would like to put this out in full scale first, so you can all use it without having to shift to my mini character system. After that, it will be easy to build my mini battle system from parts of this tileset. Very easy. But man, I cannot wait to build some of the places I have been for the last week for my minis system.