>>> [WIP] Aris <<<
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- Tribulexrenamed
- Posts: 775
- Joined: 22 Apr 2008, 19:06
>>> [WIP] Aris <<<
People wont stop bugging me about my content, so I decided to post this little preview of a map I am working on. Its going to have water in the middle, and yes, that flat area in the volcano is designed for geos...
Oh yeah, this is 16x16.
Also, while I am posting here, can I make a request for someone who can make skydomes (HINT HINT SMOTH) to attempt something grey and cloudy, with dark highly demensional clouds blocking bright moonlight that kind of shows in the background? Or really anything dark and dismal hopefully with some clouds. Thanks.
Oh yeah, I have a question. Can I make a higher res texture for this map? There are certain aspects of my game that make a higher res texture more desirable (FPS mode is a key gameplay element.)
Oh yeah, this is 16x16.
Also, while I am posting here, can I make a request for someone who can make skydomes (HINT HINT SMOTH) to attempt something grey and cloudy, with dark highly demensional clouds blocking bright moonlight that kind of shows in the background? Or really anything dark and dismal hopefully with some clouds. Thanks.
Oh yeah, I have a question. Can I make a higher res texture for this map? There are certain aspects of my game that make a higher res texture more desirable (FPS mode is a key gameplay element.)
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- MapPreview.png
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Re: >>> [WIP] Aris <<<
Nope, textures are fixed at 512 * dimensionTribulex wrote:Can I make a higher res texture for this map?
I think it would be neat to have a double resolution texture option in mapconv, if only truly useful for 10x10 and below maps.
Re: >>> [WIP] Aris <<<
you need to slope those plateaus are you are going to get ugly stretching
Re: >>> [WIP] Aris <<<
so you ran a 2 minute height map through world machine, nice!
- Tribulexrenamed
- Posts: 775
- Joined: 22 Apr 2008, 19:06
Re: >>> [WIP] Aris <<<
Ground fogsmoth wrote:you need to slope those plateaus are you are going to get ugly stretching
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: >>> [WIP] Aris <<<
Someone named Aris was in #CA bashing CA last night. Mystery solved. 
Re: >>> [WIP] Aris <<<
If the texture looks too streched, ground fog isnt gonna make it look any nicer.Tribulex wrote:Ground fogsmoth wrote:you need to slope those plateaus are you are going to get ugly stretching
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: >>> [WIP] Aris <<<
Yes, so stop being silly and listen what he says!Beherith wrote:If the texture looks too streched, ground fog isnt gonna make it look any nicer.Tribulex wrote:Ground fogsmoth wrote:you need to slope those plateaus are you are going to get ugly stretching
What comes to stretching, actually, most of the cliff will be black and texture over the cliff will be stretched on the edges...
And, If you want all those details on the heightmap to show up on the actual map you need to be very careful and precise what kind of texture you are going to lay over it. I suggest you to use very simple textures but in many layers... Actually (depending of rendering program ofc) I'd suggest use only colors...
- Tribulexrenamed
- Posts: 775
- Joined: 22 Apr 2008, 19:06
Re: >>> [WIP] Aris <<<
The harsh cliff edge is what I am aiming for here, as it is what really makes this map impressive, and I [think] I have a few tricks to make the texture hide the stretching as much as possible.
@ralphie: Please teach me how to do this in 2 minutes. This took me 4 hours to complete. Its very hard to get a set layout of terrain features in worldmachine.
@car: Oh yeah, sup mate.
@ralphie: Please teach me how to do this in 2 minutes. This took me 4 hours to complete. Its very hard to get a set layout of terrain features in worldmachine.
@car: Oh yeah, sup mate.
Re: >>> [WIP] Aris <<<
Generally a map with this complex, detailed and reliastic a height map doesnt play well. The little lumps and bumps make units jump around all the time and make it hard to build.
- Tribulexrenamed
- Posts: 775
- Joined: 22 Apr 2008, 19:06
Re: >>> [WIP] Aris <<<
Yeah i know I might take those off. Just so you know, only the tops of the plateaus have to be maneuverable. The rest of the map is for air, arty, nukes, sea, all-terrain, and whatever else you can do to win. My game emphasises unique and creative strategy, and there are 5 counters to every one. By being adaptable, creative, surprising, and lolwut quick, you can win. You Have To Be An Ninja.
I think this will work with ba and xta and ca and stuff too, just people generally arent as willing to be as risky and creative to stay alive. For example, most if not all ba players will porc up their plateau, instead of air rushing and rushing unit/com drops. I hope throwing the volcano in will make it more interesting, since there will be significant energy to be harvested there. Trying to go sea will be tough, but can allow you to take out fighters. The high cliff makes it hard to shoot down incoming planes, and maybe easy to comnap from underground (like the trick people do on Folsom dam XD)
Anyway, you get my drift. Hell, in ba this might be a porcfest of doom. Maybe I can make a *a version with less metal.
Texture is going well, using bumpy stuff on plateau to act as a guide. Then ill take it out with some gaussies.
I have a question:
How to convert gadget to widget and back etc.? What is the difference? When i open gadget, it looks like a widget. Please halp me
Specifically I am trying to convert the fog gadget from oooooweeeee to a widget for testing purposes. thx
I think this will work with ba and xta and ca and stuff too, just people generally arent as willing to be as risky and creative to stay alive. For example, most if not all ba players will porc up their plateau, instead of air rushing and rushing unit/com drops. I hope throwing the volcano in will make it more interesting, since there will be significant energy to be harvested there. Trying to go sea will be tough, but can allow you to take out fighters. The high cliff makes it hard to shoot down incoming planes, and maybe easy to comnap from underground (like the trick people do on Folsom dam XD)
Anyway, you get my drift. Hell, in ba this might be a porcfest of doom. Maybe I can make a *a version with less metal.
Texture is going well, using bumpy stuff on plateau to act as a guide. Then ill take it out with some gaussies.
I have a question:
How to convert gadget to widget and back etc.? What is the difference? When i open gadget, it looks like a widget. Please halp me
Re: >>> [WIP] Aris <<<
don't use ooooweee fog, it's broken
Re: >>> [WIP] Aris <<<
Do you not listen to a word anyone says? You've been told TWICE that the correct fog gadget to use is the one in Midknights ice mountain map.
Also, with that height difference, air units will disappear in the fog. Or you epic texture streching will show.
Also, with that height difference, air units will disappear in the fog. Or you epic texture streching will show.
- Tribulexrenamed
- Posts: 775
- Joined: 22 Apr 2008, 19:06
Re: >>> [WIP] Aris <<<
Okay, sorry.... Is that fog based on user's widget or on trepan's shader? Secondly, I was planning on controlling the density of the fog... Is this not possible?
Thirdly, how can I figure out how to convert this gadget into a widget? Is it just the callouts as I suspect? If so, I think ill make a script to convert, and post it here, since this seems to be a concern that keeps popping up on forum topics related to this.
Thirdly, how can I figure out how to convert this gadget into a widget? Is it just the callouts as I suspect? If so, I think ill make a script to convert, and post it here, since this seems to be a concern that keeps popping up on forum topics related to this.
Re: >>> [WIP] Aris <<<
my suggestion is to try and do less with the hieghtmap detail and do more with the texturemap
it may look good there but zoomed in at playable range all that fine heightmap detail will look somewhat blocky
lack of flat land means lotsa terraformed squares where stuff is built - excessive amounts of this is almost never good for gameplay. speaking of gameplay whats the general idea of the layout here?
it may look good there but zoomed in at playable range all that fine heightmap detail will look somewhat blocky
lack of flat land means lotsa terraformed squares where stuff is built - excessive amounts of this is almost never good for gameplay. speaking of gameplay whats the general idea of the layout here?
Re: >>> [WIP] Aris <<<
Mebbe download it and have a look? Everything is adjustable in that widget.Tribulex wrote:Okay, sorry.... Is that fog based on user's widget or on trepan's shader? Secondly, I was planning on controlling the density of the fog... Is this not possible?
Download Xenolithic v3 to see an example of dynamic fog.
Also, to make it a widget, change the header a bit and include it in LuaUI/Widgets (make this folder NEXT to your maps folder then archive it)
its a gadget by default (so players cant turn it off), and goes in LuaUI/gadgets
- Tribulexrenamed
- Posts: 775
- Joined: 22 Apr 2008, 19:06
Re: >>> [WIP] Aris <<<
kthx...Beherith wrote:change the header a bit
