Staredit Network > Forums > SC1 Terrain > Topic: Jungle-style cliff stacking for Badlands
Jungle-style cliff stacking for Badlands
Oct 25 2016, 8:57 pm
By: Pr0nogo  

Oct 25 2016, 8:57 pm Pr0nogo Post #1



Any idea where I can find tiles for stacking cliffs on high dirt in badlands?

Here are examples (done in jungle) of what I'm trying to pull off. I just need to find the tiles used to make that possible in a badlands environment.





Note that I'm speaking exclusively about stacking multiple cliffs on top of one another, with the base for the cliff stack being on high dirt, not dirt.

Thanks!




Oct 25 2016, 11:42 pm Butch Post #2

PROFESSIONAL MAP MAKER



Edit: realized you might be talking about high dirt->bottom of cliff edge. In which case you'll have to recreate the same blends in jungle basically. It wouldn't be difficult. At a glance you can tell where the tiles would come from. Just copy jungle.



None.

Oct 26 2016, 12:04 am Pr0nogo Post #3



I've been trying to copy jungle for a while now, with no results. The indexes are completely different.

edit: I've started cross-referencing index positions of the same tiles between both tilesets, but while that's yielded some results, a lot of the tiles are null/not shared.

edit 2: I now have five working blends for both directions. I think that's the limit for what I can achieve in badlands, let me know if you find any others.



Post has been edited 2 time(s), last time on Oct 26 2016, 12:45 am by Pr0nogo.




Oct 26 2016, 1:21 am Butch Post #4

PROFESSIONAL MAP MAKER

I don't mean literally copy pasting from a jungle map. I mean the tiles visually are exactly the same. Just look for where they are in the badlands index and use the exact same tile. Like the end goal is to just find the same tiles in badlands as the ones in jungle to create the exact same blend right. No trouble.



None.

Oct 26 2016, 1:27 am Pr0nogo Post #5



The trouble is sifting through thousands of tiles to try and find them in the first place. It's not always clear where a tile's origin comes from, hence why I had to cross-reference between the two tilesets' indexes. That solution doesn't work if the tile is null, however.




Oct 26 2016, 1:37 am lil-Inferno Post #6

Just here for the pie

Quote from Pr0nogo
The trouble is sifting through thousands of tiles to try and find them in the first place. It's not always clear where a tile's origin comes from, hence why I had to cross-reference between the two tilesets' indexes. That solution doesn't work if the tile is null, however.
Just copy/paste from isometric.




Oct 26 2016, 1:39 am Butch Post #7

PROFESSIONAL MAP MAKER

so you basically already have the blends that you needed in the first place. Now just take the subtile of the connection between coastal cliff and normal cliff and stack cliffs bruh. I'm not exactly sure what the problem is. The tileset indexes are organized into categories. Most of the subtiles used in the blends you need are all cliff tiles. So just look in that section of the index. Or honestly place some terrain and copy paste the tiles you need. If you need a fancy tile that looks like its from a doodad, all the doodad tiles are at the bottom of the tileset indexes. I'm not sure how much terraining you've done but tiles get familiar pretty quick.



None.

Oct 26 2016, 4:58 pm Pr0nogo Post #8



Thanks for the help.




Oct 27 2016, 8:29 pm noobscrub Post #9



----------

Post has been edited 1 time(s), last time on Jan 20 2023, 11:50 am by noobscrub.



None.

Oct 27 2016, 10:58 pm Pr0nogo Post #10



That's with dirt as the base. I was talking about cliffs stacked with high dirt as the base, like in my screenshots.




Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[06:38 pm]
Ultraviolet -- :wob:
[2026-6-29. : 2:13 pm]
Vrael -- pee poo sibling
[2026-6-28. : 7:00 pm]
Symmetry -- poo poo papa
[2026-6-28. : 2:46 pm]
lil-Inferno -- pee pee child
[2026-6-27. : 6:10 pm]
Ultraviolet -- sweet summer child
[2026-6-26. : 10:31 am]
NudeRaider -- blessed innocent soul knows nothing of the strife we had before EUDs were discovered :teehee:
[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
Please log in to shout.


Members Online: Zoan