Quote:
But anyway. your map looks really nice. What will your missions be based on? im curious to find out if they are similar to mine, but mine isnt objective based. mine depends on how smart the player is.

Mine is based only on the island, not the movie plot, although yes you do get there in a plane crash and you are stranded. Same island new story, so there will be evidence of the movie plot left behind.
My story is objective based, it involves the Koreans and nukes, I guess typical game stuff but I think I have some creative new things. I have 13 chapters (goals) written out. and a story behind them. I am editing the map now to fit the story as far as paths, caves, etc...
Quote:
Originally posted by Rocky1990
Wow how did you do this heightmap and how these awesome colors?
Is it completly from the image or reedited terrain colors?
I am refering to this picture!
It has been explained in previous posts, but....
Yes, the initial image of the island is taken from Google Earth.
The terrain and height map is all done in the editor by hand, following the satellite image as reference.
The island and beach textures are all re-done, but using the reference image for colors and placement.
Only the underwater areas retain the texture from the original satellite image.
------------------------------------------------------------------------------------------
Here is the whole thing written as a guide:
I think tonight I will post a pictorial version of this as a tutorial.
-Make a new map file
-If you are going to use an island that exists in real-life, choose a map size that is appropriate to the scale of your island.
-Set your water level at 100 (So you can use textures imported from the demo map)
-Set you max height at 1024 (same reason)
-Level your entire map to 102 meters height (just above sea level)
-If your maps is small like mine (512x512) and you need to break up the map texture blocks into something larger (I went to 256x256 pixel blocks, giving me a 2048x2048 pixel terrain texture)
-Do a "Generate surface texture" operation (required before export)
-Then export your surface texture to a BMP file. (It should be large and blank, 2048x2048 or similar)
-Make sure and select ALL the surface blocks before you export.
-Take your screenshot from Google earth (Sticked large version, or just a standard screenshot)
-Resize your image so that it covers the 2048x2048 texture size
-Replace the file you exported from SandBox2 with your new island image
-Go into SE2 and import the file name you just replaced
-Again make sure and select all the surface blocks on import.
-You should now see your image laid out on your blank terrain.
-Do a "generate terrain texture" operation. This will set the new texture in stone.
-Now the tricky part, this is important.
-Anytime you paint your surface it will replace the texture rather then use the correct colors.
-So what you have to do is first, paint the area as say sand, or ocean then before doing a "generate texture operation" re-import the terrain texture.
-This will retain the surface material, but replace the surface color.
-Re-exporting will then lock the material and color.
-However if you want to keep the surface texture AND color (Once you start painting details such as cliffs) then you will need to "Generate the surface texture" first, and then re-export it.
I had to use a combination of painting areas, importing to replace color, generate, paint in detailed areas, export, etc... until I had the result I wanted.