; Mythgraveyard




My Myth II Mapmaking Journey- Making Color Maps

by Samuel Marcus (Samgufu) - 11/15

My Myth II Mapmaking Journey- Making Color Maps

This tutorial will explain how to make a color and depth map for Myth 2. This only
examines the actual color map and depth map, and I won't cover tags and unit
placement and such.

For the purposes of this tutorial you will need:
........-Fear and Loathing, (obviously)
........-Bryce (preferably Bryce 4, but Bryce 3D will suffice if need be)
........-Photoshop, or similar editing software

I use Bryce to make my maps. There are several reasons for this:
........1- Bryce comes with elevation based textures universally defined so slopes are
consistently textured and therefore more defined.
........2- It has extensive features in terms of making realistic terrains
........3- It can generate both a color map, and a pixel-to-pixel equivalent in a depth map.

Bryce does have some liabilities. It's hard to make transitions between different
textures smooth without considerable skill in Bryce or lots of fiddling in Photoshop.
Also, the included water textures, while wonderful from a camera viewpoint, don't
work quite as well from the top viewpoint. This can be resolved by lowering reflection
and increases ambient coloration, or by importing pictures of water suitable for Myth 2
as a texture. Even this, however, will not allow for the signature water used by Bungie
and much of the rest of the Myth 2 world- the lighter shallow parts, for example.
However, Bryce does handle ice and snow very well.

Except in extreme or experimental cases, most of the terrain you will use in a map will
be composed of terrains. It is important to use a fairly high resolution for your terrain
mesh, but because it will ultimately end up in indexed color and not true gray scale it
need to be too high. 256x256 or 512x512 should suffice.

There are two types of mountain/terrain systems in the Bryce world.

Bryce 1 and Bryce 2 use default mountains, which tend to be roughly centered around a
single point. Bryce 4 uses almost exclusively fractal terrains, which are more versatile,
and Bryce 3D has full use of Bryce 1 style mountains, and some use of fractals. To access
the fractal mountain feature in Bryce 3D, consult the documentation that comes with
the 3.1 update.

Regardless of which method you use to make terrains, you will probably want more
than one or two of them. As a general rule, they should be fairly smooth, as near
vertical slopes translate into Loathing in weird ways. If you have the ability, look down
on the terrains from the top view and enable Sree 3D, OpenGL, or Direct3D to position
your mountains, as this is faster than fully rendering each scene after position
adjustments. Try to balance the elevation over your map: remember, height tends to be
an advantage, and one starting position should not be given too much. Try to decide
where t


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