By the way, the French make great commandos who tackle the chaos of that kind of work.
I hope you have fun with this you can create as much depth as you like, if you use the RGB scale then the water is from 0 to 127 the nearer you get to 127 the shallower the water becomes and the nearer you are to 0 the deeper the water is. the land is numbered from 128 to 255. You can create a small amount of land as a reef and then gently smudge it with the dark water until the land appears just under the surface and waves break over the top of it then add a texture go back to map_c and smudge or blur the texture again until you are happy with the result.
If you want to see where the origanal water tiles lay on the map then convert the sea to land at about 130 on the RGB scale and you can clearly see the 2 textures, this gives you and idea of how you can manipulate them, once you've made a note of where they are then convert the land back to water and have fun! Also if you put the game to excellent mode and create reefs at about 200 on the RGB scale then return it back to perfect mode then the land appears as the sea bed and this can be textured.
do you have a screenshot of that effect
pure genius, man you guys are good
[quote="Avala"]
Exactly, it MUST be drawn by hand. If you use photoshop, in my experience, the best method is to aply values for shallow waters in map_C and then makes custom brush for the eraser tool.
Then with that customized brush erase areas of the shallow waters but change size and density of the brush.
Changing shape, size and before all density of the brush is the most important in the process because in that way you give
I think so, yes. Value of gray for shallow water textures must be applied also on map_T on places where you have shallow water in map_C. Otherwise it can appear distorted or black (was black on my map). It don’t have to be very precise just to cover generally the areas where you applied shallows on map_C. Beside it also can’t be precise because of sizes of map_C and map_T.
I have done it in photoshop by resizing map_C on the size of map_T and putting it as a lower layer on working map_T. In that way I knew where exactly to apply that specific value of gray for shallow water on the map_T. Then flatten layers and save it like map_T.
I hope that I have explained it precisely :?
[quote="Avala"]I think so, yes. Value of gray for shallow water textures must be applied also on map_T on places where you have shallow water in map_C. Otherwise it can appear distorted or black (was black on my map). It don
This is beautful work Redko - you're a genius!