Cool, so you came back. I didn’t scare the living daylights out of you the first session, good.
First we’re gonna add another twist to our foliage. First, remove the connections we made to the Result component, we’re gonna connect something else there later.
I think it is time we talk a little about how you create a texture in FilterForge. You have read about it, probably some of you have downloaded the demo, then what?
So I thought, let’s make a filter, that we can use to create floor tiles with, out door floor tiles. I though that a forest path would be a cool thing to create, so fire up FilterForge.
I decided we the maps first instead as you all know how to stat baddies. I’ll to the baddies some boring afternoon when it rains. So, it’s time to define what parts of the first map that we need to create in scale battle maps from?
The best way to do this is to look at the map, and define what areas are most likely to get some action in them.