Lesson Four -- Decorative Sprites

Discussion and help with creating scenarios and campaigns in the Editor
Matt Zimmitti
Posts: 214
Joined: Tue May 04, 2004 4:00 pm
Location: Brighton, MA

Lesson Four -- Decorative Sprites

Postby Matt Zimmitti » Wed Dec 01, 2004 8:21 pm

Make sure you stretch your clicky finger before going through this lesson. It’s a workout. In this lesson we will add a ton of sprites to make the map look more purdy. We’re going to move quickly in this lesson. Decoration is something you’ll find your own style with. All I’m going to cover is what I used to get the look I got.

A few things to keep in mind:
-Most of the decorative sprites we will use are listed under Units->Buildings->World Level.
-The brushes that spray-paint sprites are listed under Terrain->Terrain-> and all have names that start with “Sprite,”
-You’re going to want “Randomness” turned on.


1) River Edge
-I used a mix of ‘Sprite, Waterplants’ and a little bit of ‘Sprite, Weeds’ to line the edge of the water at low flood.
-I also painted a little bit of Mud texture underneath areas that need touching up on the river edge.
<Waterplants.jpg>

2) High Flood
-‘Sprite, Marsh lt’ and ‘Sprite Marsh Med to Dense’ were the brushes I used here. I just spray-painted bands of these sprites in the high flood areas.
-I went back with ‘Sprite, Weeds’ and dirtied up some of the bigger high flood areas as well.
<Marsh.jpg>

3) Plains
-‘Sprite, Palm Trees’ was used to paint large, irregular swaths of; you guessed it, palm trees. I also use that brush to fill in gaps in out resource clumps from lesson 3.
-‘Sprite, Weeds’ and ‘Sprite, Lush lt’ were used to dirty up area of open plain.
-I also used the ‘Grass A’ texture under swaths of palms to break up some of the texture repition of the base grass texture.
<Palms.jpg>

4) Blending Between Marsh and Plains
-I made some a few dense clumps of vegetation with a mix of all the ‘Sprite, Lush’ brushes and spotted them about the marshy areas.
-I filled in the blank spots with ‘Sprite, Lush lt’ and ‘Sprite, Weeds’
<Marsh to Plains.jpg>

5) Deserts and Cliffs
-In areas around the quarries and mines we placed earlier, I added various rock outcropping sprites.
-I also used the ‘Quarry to Desert’ texture to touch up around the quarries.
<Quarry.jpg>
-Finally I tossed in a couple stands of palms out in the desert using ‘Sprite, Palm Trees’ and ‘Sprite, Rocks’.
<More Palms.jpg>

Fin!
<Lesson 4.8.scn>

Now I get to tell my old man Zimmitti story. There was once a time when them newfangled ‘Sprite, x’ brushes didn’t exist. Why back in the day we hand-placed and hand-rotated every sprite. Zzzz... ZzzzZzzz… Beebe loves that story. :)

Anyhoo, we’ve got a pretty sharp city level. In our next lesson we’ll dive straight into world level madness and get some trade up and running.
You do not have the required permissions to view the files attached to this post.

User avatar
David Beebe
Posts: 287
Joined: Tue May 04, 2004 4:00 pm

Postby David Beebe » Wed Dec 01, 2004 9:34 pm

I love this story!

Innovan
Posts: 426
Joined: Fri Jun 11, 2004 6:56 am
Location: Silicon Valley, CA
Contact:

Postby Innovan » Wed Dec 01, 2004 9:52 pm

What makes a sprite a "sprite" in the editor?

Are all sprites animated?

Matt Zimmitti
Posts: 214
Joined: Tue May 04, 2004 4:00 pm
Location: Brighton, MA

Postby Matt Zimmitti » Thu Dec 02, 2004 1:20 pm

I'm using the term sprite in the most generic sense. A placeable object is a sprite, at least in terms of this editor.

sitearm
Posts: 1432
Joined: Sun Aug 15, 2004 4:00 pm
Contact:

My homework assignment... & two questions...

Postby sitearm » Thu Dec 02, 2004 11:33 pm

Deer Teecher: Heer iz my homewurk assinement

I hop yoo layk it! Pichers are attacked...
You do not have the required permissions to view the files attached to this post.

Matt Zimmitti
Posts: 214
Joined: Tue May 04, 2004 4:00 pm
Location: Brighton, MA

Postby Matt Zimmitti » Fri Dec 03, 2004 1:27 pm

Me, fail English? That's unpossible! :)

To answer your questions, quarries have to dig out a hole when they are placed so that the laborers can actually dig in past the ground level. I think the editor will only carve that hole in the eight common directions and I think it only digs it at the moment you place the quarry. Best way to do this is to select the quarry from the menu, spin it with the arrow button, then place it. Secondly, mines are kind of an odd case because they are resource nodes whose models are bigger than one tile. I generally place then only on flat tiles and use rock oucroppings to make them look nestled when necessary.

All-in-all your stuff looks great. Keep at it and have a good time in the process.

sitearm
Posts: 1432
Joined: Sun Aug 15, 2004 4:00 pm
Contact:

Postby sitearm » Fri Dec 03, 2004 1:44 pm

Thanks and will do! * goes back to work heartened by feedback... :D *

Matt Zimmitti wrote:To answer your questions... Keep at it...

Cipmor
Posts: 1
Joined: Thu Jul 16, 2009 11:28 pm
Location: Australia
Contact:

Lesson Four Decorative Sprites

Postby Cipmor » Sun Jul 19, 2009 9:51 am

The sprites that the game uses are not editable by PokeDSPic.
You can use any standard tile editor. Eventually though, I will try to make something that will work like PokeDSPic for those.

khamoisis
Posts: 110
Joined: Thu Nov 13, 2008 8:05 pm
Location: somewhere back in time
Contact:

Postby khamoisis » Wed Sep 23, 2009 3:19 am

wow that helped so much. Thank you so much. Now i can create the dream,


Return to “Editing”

Who is online

Users browsing this forum: No registered users and 1 guest