- Joined
- May 24, 2020
- Messages
- 264
- Reaction score
- 921
- First Language
- Italian
- Primarily Uses
- RMMV
I'm trying to deliver a space map set of tiles. Planets, colonies, ships and whatever else.
So far everything's good.
The designer should use a parallax background for the map lower layer (stars and other basic features), but considering how large such a map could become (and that's mean a jpg picture of over 2500*2000 for a playable map), I've thought of releasing some facility too, and allow the use of the map editor as usual.
Stars are easy, I've tried with just 12 tiles and you can create any starfield that look quite organic (no evident repetition effect). Paired with some extra big star tile the effect is nice.
Nebula "dust" it's hard instead. To avoid the space to be a large black hole, nebula dust is quite mandatory - it's a kinda colored fog in the background.
That's seems to be impossible to create with single tiles, even more with autotiles.
Problems are:
Mine solutions so far and they doesn't look correct to me:
What would be the most efficient solution for that?
So far everything's good.
The designer should use a parallax background for the map lower layer (stars and other basic features), but considering how large such a map could become (and that's mean a jpg picture of over 2500*2000 for a playable map), I've thought of releasing some facility too, and allow the use of the map editor as usual.
Stars are easy, I've tried with just 12 tiles and you can create any starfield that look quite organic (no evident repetition effect). Paired with some extra big star tile the effect is nice.
Nebula "dust" it's hard instead. To avoid the space to be a large black hole, nebula dust is quite mandatory - it's a kinda colored fog in the background.
That's seems to be impossible to create with single tiles, even more with autotiles.
Problems are:
- a "moiree" effect, that's mean you can spot a texture that repeat itself for the entire area of the fog
- borders end to be obviously more squared than a natural fog
Mine solutions so far and they doesn't look correct to me:
- Releasing an uncanny number of edges, corners and central tiles to give an organic look (issue: seamless will be harder to accomplish not speaking the number of tiles)
- Creating large chunks of fog to align and mix up (issue: there's any memory advantage into doing that?!?!)
What would be the most efficient solution for that?







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