My assumption is yes and my guess, this ishow 2nd level mountians auto generate 1st level hills, but thought to ask and make sure...
If you had a terrain to be placed can you have an "under the hood" intermediate terrain(s) which get auto-placed which in turn auto place yet another "under the hood" terrain(s).
Example using terrains 1, 2, and 3 (where 1 is placed on the floor)
--3-3-3--
-3-2-2-3-
3-2-1-2-3
-3-2-2-3-
--3-3-3--
or where 1 is placed next to another 1
--3-3-3-3--
-3-2-2-2-3-
3-2-1-1-2-3
-3-2-2-2-3-
--3-3-3-3--
Working with Mountains
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Chandigar
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Yes, this works... this is what I was trying to do for my mountains... BUT... it only works for perfect squares. I tried setting it up for every tile combination possible so that it'd work, but I hit about 250 tiles for a 3 tier mountain and realized I needed to nearly double it.... which is why I settled on the alternate method I mentioned elsewhere.
The reason for all the tiles is this:
It would seem that you can just make say... level 2 tiles with bases set as the level1 material and that should work... and it does. The problem comes when you're actually raising stuff. As you raise it raises in a cone which means that if you have oddly shaped mountains, sometimes those raised edges will be sitting on adjacent level 1, 2, and 3 edges depending on how you paint the base.... which leads to a LOT of possible combinations of location and heights.
The reason for all the tiles is this:
It would seem that you can just make say... level 2 tiles with bases set as the level1 material and that should work... and it does. The problem comes when you're actually raising stuff. As you raise it raises in a cone which means that if you have oddly shaped mountains, sometimes those raised edges will be sitting on adjacent level 1, 2, and 3 edges depending on how you paint the base.... which leads to a LOT of possible combinations of location and heights.
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Guest
What if... and this is a big what if... since it comes from clear out of right field.
You extended the height of elevation so one elevation shift on a Rural set was say 15m or the height of the forest cliffs. Then have a level 1 & 2 pseudo elevation that works for 5m increments.
True, placement of structures on the pseudo elevations would be limited. The standard tiles could be used for the pseudo elevations. Each mountain level just be a single elevation change. This also opens up being able to place any normal structure at any mountain height. But might this be less tile alteration?
You extended the height of elevation so one elevation shift on a Rural set was say 15m or the height of the forest cliffs. Then have a level 1 & 2 pseudo elevation that works for 5m increments.
True, placement of structures on the pseudo elevations would be limited. The standard tiles could be used for the pseudo elevations. Each mountain level just be a single elevation change. This also opens up being able to place any normal structure at any mountain height. But might this be less tile alteration?
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Chandigar
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Hrmm thats a tough call.. I'm actually not sure. I was experimenting with some of this stuff but decided to put it off and leave mountains as the last thing I add to this tileset.
Experiment a bit! Lemme know how it works out... offhand, I found the way the toolset raises terrain to be kinda primitive so its hard to work around.
Experiment a bit! Lemme know how it works out... offhand, I found the way the toolset raises terrain to be kinda primitive so its hard to work around.