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Terrain and Texture Editing

adjuchasbrokkadjuchasbrokk Member Posts: 0 Arc User
edited May 2013 in The Foundry
I was wondering if there is a way to modify the elevation and shape of basic terrain (ground / cliffs) and if there is a way to texture such terrain (ie, make cobblestone streets)?
I can't seem to find a tool in the foundry to do this... anyone have any ideas?
[Foundry Projects]
The Sunken Castle
- NW-DEO4EA5XG -
- A story driven dungeon crawl! -
Post edited by adjuchasbrokk on

Comments

  • sallee132sallee132 Member, Neverwinter Beta Users Posts: 2
    edited May 2013
    u cant modify shape of terrain,about streets i dont know
  • boydzinjboydzinj Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    Technically, that is correct the base elevation, objects, and area is not changeable. However, you can fake the changes. You can throw down your own floor - a crypt floor, for instance, and move it about. You can even throw in FX like fog and lighting to change the dynamic of an area or the map. You have to be really creative. For instance, in making Barbecue sauce I have a quest to speak to an undead NPC. I wanted this undead NPC to be near a crypt. The problem I had is I used an outdoor map near the ocean. It had green grass, an ocean, and several normal trees. I used that map, because it fit the rest of my scenario. However, I had no area that was closed off that looked gloomy like a crypt.

    What a problem. I could change my mind and quest - but I kinda of wanted a gloomy crypt area. So I looked and saw I can build a castle. I made a small castle - but the ground was still lush green grass. I noticed there was a texture for crypt floor. So I layered this small castle area with a crypt ground. However, I also wanted it to look old... and thus I placed additional tiles slightly over this floor and made them uneven and rotated them to make the appearance that this area was old and in the process of being decayed and falling appart. I threw in some statues - and found icons of broken statues too. However, it was still not gloomy. I placed some some FX, some fog FX, and some myst FX in the area to give it that gloom feeling.

    It looked better, but it was still missing something. I added some FX circling ravens (or was it crows). This gave that added creepy crypt feeling to a small part of the map that I needed. There are a ton of textures and objects. You can rotate them, place them partially in other objects (or the ground), and you can add FX textures to an area to change the vibe of an area. Being creative is what it takes. It may take you an hour or two to make minor changes - but let us be real... that is why we are here. Attention to detail. I still left a few grass and trees in my crypt, for instance. Why? It gives the feeling that nature was slowly destroying the area and the area was falling apart. Essentially, I turned a beautiful ocean and cliff area to gloomy crypt that is falling apart and maybe haunted (which in my story it is).

    Any time you make these type of changes, go to the map and inspect it. A few uneven tiles and objects can really throw off that illusion you are going for. Luckily, we can make changes in the map with the 3-D editor on the test characters we have on the foundry. I will sometimes spend hours tweaking an area or two. Afterall, the small details is what can make or break the game for us and your foundry quest can be better for it.
  • adjuchasbrokkadjuchasbrokk Member Posts: 0 Arc User
    edited May 2013
    Cheers for the feedback.
    I spent the weekend exploring my options. Turns out that I can do far more than I thought, less than I'd hoped in some areas though, but I can work with it. :)
    [Foundry Projects]
    The Sunken Castle
    - NW-DEO4EA5XG -
    - A story driven dungeon crawl! -
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