Well I spent some time this morning making 4 badlands levels, and while they look good, they are not as useful as I had hoped. I think I will simply downscale them and make them the same. So far I have a top level (0 to -1200) which is mostly white and gray with a tad bit of reddish. That looks the best, but the overall size of the transition makes the majority of the tile useless. The second transition is -1200 to -2000 and consists of a similar colored set of tiles. Again, too tall for good use, but I think I can work with it, especially given that this layer was supposed to have a lot of walkable shelves. The next layer is 600 height and is mostly red and tan banding. This layer is more realistic for game use, even though the section doesn't look as impressive from most camera angles. This section is supposed to be a mix of rounded clays with some semi-jagged parts, cluttered with boulders from the top white section. The next section is the yellow mounds, which are only 400 height. This height seems to be a good use height, but the intended purpose of the yellow mounds was for rounded climbing hills with very little jagged region or special shelves. Below that a yellow floor makes room for more non-base-level grass, as well as a deep stream system.
I've run into a problem with the tileset starting at the very top of the yellow mounds. That is actually the floor section from the previous red layer. In the toolset, when I move an object across its walkmesh boundary, the object jumps to 0,0. Similarly, if I walk across that boundary in-game, I am sent up to Z=0, even though my walkmesh is lower, centered on z=0, and all points are directed to be below that level. The actual ground level at that tile is -3000, which leads me to believe that the issue is with the walkmesh, and not with the boundary values associated with the tileset. I had previously read that +14000 was an issue, but no mention of a negative value was given. I think that was per tile, not per area, as 14 tiles at 1k height each was fine last I tried it.
Anyway, I gave it a break and went back to working on flowers and leaves for a while. I did purple prairie clover, helenium, and blanket flowers, as well as leaves for lanced echinacea, blanket flower, prairie clover, and fuzzy leaf rudbeckia.
I think tomorrow, given time between errands, I might go back to the tileset and try to work out that walkmesh issue. I might also scale all the badlands heights by 50% to make them easier to work with, even if less impressive. If that fails, I'll spend a few more hours working out some plants. I still have many grass types to work on, as well as the specific pines and spruce models for the granite core tileset.
I'll try to get some pics up tomorrow of the badlands tilesets, even though they are not fully formed. All I have right now is general tile contour as well as the finished smooth texures. Speaking of, I found a method of making nicely contoured textures especially for banded stone, that I will have to share tomorrow.