2Mero: yes, it includes road painting
http://www.youtube.com/watch?v=TchM2RRGcAE


Indeed. Second that.lav_coyote25 wrote:great video - with sound explaining what your doing would make it awesomer![]()
Hmm, i'm not ready to show off my voice yet (:lav_coyote25 wrote:with sound explaining what your doing would make it awesomer
Yeah, i didn't ever try EW, but i still think i know what you mean. But, well, actually, when you take flaME in your hands, you should already have the heightmap, so the map is almost done by that time (:Rman Virgil wrote:One of the things I love most, and posted early on to Flail13's thread when he first introduced flaME back in Jan.- Feb. of this year, was this very strong sense I had of being able to "paint", which I never really had with EW to any significant degree.

Rman Virgil wrote:One of the things I love most, and posted early on to Flail13's thread when he first introduced flaME back in Jan.- Feb. of this year, was this very strong sense I had of being able to "paint", which I never really had with EW to any significant degree.
True about the HM - up to a point, for me anyway. Let me elaborate quickly.hao wrote:Yeah, i didn't ever try EW, but i still think i know what you mean. But, well, actually, when you take flaME in your hands, you should already have the heightmap, so the map is almost done by that time (:
Yeah, we aren't aware of this at all! This all seems to be very subtle. Well, i don't mind becoming aware of it. Can you please make me/us aware? (: (: (: You can just give some links if you did it already (:So the short answer is that I can only achieve all the forgoing by micro-level painting adjustments in flaME after play-testing evaluations and cannot do it all in my initial macro-level HM no matter how detailed I make it (which I'm quite capable of making as detailed as a charcoal or Conti crayon drawing but that's purely aesthetics and not shaping the in-game PF / PW and Skirmish A.I.s that can be very much influenced by sheer map craft which most are not even aware of how to do from what I can see of released maps).

Rman wrote:So the short answer is that I can only achieve all the forgoing by micro-level painting adjustments in flaME after play-testing evaluations and cannot do it all in my initial macro-level HM no matter how detailed I make it (which I'm quite capable of making as detailed as a charcoal or Conti crayon drawing but that's purely aesthetics and not shaping the in-game PF / PW and Skirmish A.I.s that can be very much influenced by sheer map craft which most are not even aware of how to do from what I can see of released maps).
Don't come by the bbs regular anymore. Buddy told me about your post so I'm here. Don't like to leave folks "hanging".hao wrote:Oh my, i'm talking to some real artist!![]()
Yeah, we aren't aware of this at all! This all seems to be very subtle. Well, i don't mind becoming aware of it. Can you please make me/us aware? (: (: (: You can just give some links if you did it already (:
I remember you commenting on one of my maps about gateways, but i guess there are more aspects in this art. I've been trying to make multiplayer-oriented maps most of the time, so i'm starting to forget about bots (that seem to look more and more unworthy while i improve my gaming skills). But i don't mind learning how to make a map good for bots; it's gonna be a nice addition to it! (:
I don't yet see how to use it to paint over an existing heightmap (?), and i don't yet like the idea of the heightmap being painted by a generator (:entire map painter