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Re: SR1 Fictional RoundTops

Posted: Thu Dec 15, 2011 11:14 am
by Jack ONeill
Sweet!

Re: SR1 Fictional RoundTops

Posted: Thu Dec 15, 2011 12:08 pm
by Hancock the Superb
Looks great!

Minor detail (if you care that much): the tracks should be going up and down the road, not diagonally across it. A more trodden path may look nicer as well, overlapping the prints would be more realistic.

I'm glad you're doing this, but in terms of practicality: is anyone actually going to notice during gameplay? If all the little details add up, then yes, continue with your superb renditions. If no, then perhaps we are forcing you to do something that isn't valuable for you or the rest of us. Just something to consider.

Re: SR1 Fictional RoundTops

Posted: Thu Dec 15, 2011 12:56 pm
by 2nd Texas Infantry
D, looks great, but Hancock is right about not many of the fellows noticing em. I did find a few days ago a great dirt road texture that had boot prints and horse tracks in it. It was an actual photo and on a site that has a ton of road, sky, grass, etc textures. I think it was 10Ravens.com or Mayang's-Textures.com. They have all kinds of textures (stone,roads,dirt,wood,doors,bricks, etc.) all free on both sites and you can download them in various sizes. Worth checking them out.

Re: SR1 Fictional RoundTops

Posted: Thu Dec 15, 2011 1:49 pm
by gunship24
Wagon tracks and hoof prints would be an awesome addition to the map. I think you would have to create a long narrow texture and place that down with the correct orientation, perhaps thats alot of work to do though if you have a many roads.

Re: SR1 Fictional RoundTops

Posted: Thu Dec 15, 2011 4:27 pm
by Chamberlain
The footprints look cool B) Davinci !!

:)

Chamberlain

Re: SR1 Fictional RoundTops

Posted: Thu Dec 15, 2011 6:08 pm
by Davinci
All , basically it is to show that when using splats the detail of certain terrain can be used to look very detailed, nothing is really set in stone during these random examples.

I'm thinking that it would be possible to have them overlap, but on the other-hand having every road covered in tracks just doesn't look right to me , I don't really know how the roads looked back in the day!

Also, basically there is almost zero work involved when using the splats, most are just a single picture that is drawn multiple times by the program, so changing them is fairly simple.

The biggest problem is choosing the right one that would be widely accepted by most.

2ndTexas – I thought about the boot-prints but then decided that I really didn't know the sole imprint of the boots back then, and also I seemed to have read somewhere that the boots were not left and right. Somebody here would know the answer to that one!

Thanks, for the comments and suggestions!

davinci

Re: SR1 Fictional RoundTops

Posted: Thu Dec 15, 2011 6:28 pm
by con20or
Random fact number #1067 - a hunter/tracker once told me you could guess the sex of the horse from the prints.

The rear hooves are further apart on a mare, wider pelvic bones etc.

Re: SR1 Fictional RoundTops

Posted: Thu Dec 15, 2011 6:29 pm
by Davinci
Minor detail (if you care that much): the tracks should be going up and down the road, not diagonally across it. A more trodden path may look nicer as well; overlapping the prints would be more realistic.
The overlapping part I understand, the up and down part it sort of confusing, they are going down the road, maybe not back up it.
Wagon tracks and hoof prints would be an awesome addition to the map. I think you would have to create a long narrow texture and place that down with the correct orientation,
I haven’t tried but I’m thinking that wagon tracks may not be possible, but this is still very new to me!

Perhaps, 2ndTexas \ Crikey can chime in here, and give their opinion!

EDIT post - to a more faded look so that the prints doesn't stand out as much!
The attachment horse3.jpg is no longer available
Dirt field ready to plow!
The attachment dirtfield.jpg is no longer available
davinci

Re: SR1 Fictional RoundTops

Posted: Thu Dec 15, 2011 9:41 pm
by Chamberlain
Hey Davinci,

Can you add bare foot prints as some Rebs did not have shoes.... It would be cool to see impressions of a foot with the toes..... :woohoo: :woohoo:

Chamberlain

Re: SR1 Fictional RoundTops

Posted: Thu Dec 15, 2011 10:46 pm
by Hancock the Superb
Hmmm.

Looks good. Fixed the diagonal problem (the up and down was the movement down the road - in both directions).

From the standpoint of realism, for a well-used road, there should be so many hoof prints that the road looks turned over. The road shown in the picture seems to be one less-travelled. In that case, riders would ride on opposite sides of the road depending upon direction. No idea if it is possible, but putting the hoofprints in a straight line on the sides of the road (and overlapping them here a lot), would look pretty realistic.

I have no idea how splats work, but maybe you could make a few road-wide splats, lay down the carriage tracks first (all in the same place on each splat) and place random hoof-prints on the sides of the road. Then have the program overlap the splats along the axis of thre road (not across the road). Now you have your carriage tracks which continue on down the road in a straight line, and lots of random hoofprints on the sides. Now that I think of it, you would also need hoofprints down the middle for the carriage.

I hope that this is taken as constructive criticism. You are doing a great job and I would be satisfied with just a blank map right now; you are going far above the call of duty and I appreciate it!