New 3 Way Map [ COMPLETED ]

New 3 Way Map [ COMPLETED ]

Discuss maps & map creation - from concept to execution to the ever elusive release.

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thesleepless
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Joined: 24 Oct 2007, 04:49

New 3 Way Map [ COMPLETED ]

Post by thesleepless »

Image

due to lack of 3 way maps i've decided to try my hand at making one

oceans, beaches, mountains, shallows, islands

EDIT: having some issues getting it in game, it compiles but the texture map is very pixelated even though the source image is not =\
anyone know what would cause that?

EDIT: NOW AVAILABLE in 16x16 http://springfiles.com/2580
Last edited by thesleepless on 01 Apr 2010, 13:15, edited 1 time in total.
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AF
AI Developer
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Re: New 3 Way Map WIP

Post by AF »

I like, a lot
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MidKnight
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Re: New 3 Way Map WIP

Post by MidKnight »

make sure compression is disabled in the compiler, that could lead to pixelated textures.

Anyway, looking good! you made that in blender?
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thesleepless
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Joined: 24 Oct 2007, 04:49

Re: New 3 Way Map WIP

Post by thesleepless »

-c 0 for no compression?

yeah i made it in blender, using 120 degree rotated array modifier and sculpt mode to paint the three sides the same, then used material nodes to create the texture map, problem is blender has a max render size of 10000x10000 pixels so i had to render 4 chunks and then stitch to get the 16384x16384 texture which was a tedious process =\

EDIT: updated image
Image
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knorke
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Re: New 3 Way Map WIP

Post by knorke »

cool.
yellow dots are geos?
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thesleepless
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Re: New 3 Way Map WIP

Post by thesleepless »

knorke wrote:cool.
yellow dots are geos?
correct! and red are startpoints, green are metal
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Jazcash
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Re: New 3 Way Map WIP

Post by Jazcash »

Looks very nice indeed.
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manolo_
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Re: New 3 Way Map WIP

Post by manolo_ »

i liek the design, are all beaches passable for hovers?
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thesleepless
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Joined: 24 Oct 2007, 04:49

Re: New 3 Way Map WIP

Post by thesleepless »

yep, the beaches are passable by hovers, the cliffs are not

Image


still having an issue with the texture being pixelated, not sure what's causing it.
Image any ideas?
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Gota
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Re: New 3 Way Map WIP

Post by Gota »

Looks awesome.
This map is gigantic...Are you sure you want to make it all passable by hovers?sounds like hover spam to me..
Also from screens its has a kinda unique gelatinous feel to it...
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SirArtturi
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Re: New 3 Way Map WIP

Post by SirArtturi »

-1 is no compression. What compiler you are using?

Map is looking good and I bet that the concept will work great.

However, you could post a bit more higher res screens from different angles. Can't figure out the pixelation for example from those pictures.

As also give some specifications of the map like size, metal income, windspeed, passability etc. That way we can help you to improve the maps gameplay while still WIP.

Btw, you could try using hunterw/behe seamless sea method? (meanst that theres no edges on the map when bumpwater is on)

http://springrts.com/phpbb/viewtopic.ph ... lit=tundra

-------------------------------------------------------------------
hunterw wrote:
Beherith wrote:Pretty!
Love the heightmap, that worldmachine is some powerful stuff. The texture could use a tad more variation though imo. Also, how do you get your water to blend so well with your WaterPlaneColor?
secret technique :P

Image
using this screenshot, i crop that strip of the deep green-colored ocean sand, gaussian blur x 1000'd it in paint shop pro, then used that color. course ya gotta divide by 255 to get the floating point version of the RGB

also the edge of the texture map does a gradient to a solid color

you can still faintly make out the edge if you look really hard due to the detailmap - also, the color isn't perfect
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thesleepless
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Re: New 3 Way Map WIP

Post by thesleepless »

compiler is MapConv from git head, is there a better one?

map size is 32x32
tidalstrength = 18
maxMetal = 0.9 (not sure what this actually means)
extractorRadius = 90
Wind = 2-20

Image

this was with -c -1
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SirArtturi
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Re: New 3 Way Map WIP

Post by SirArtturi »

hmm, not sure what git mapconv is, but I really suggest using behe's mapconv. You can dl it from springfiles.

32x32 is way too big for most *A mods, for example BA, XTA, CA, SA. If its your intention to make epic big ass map then ok, but dont execpt to be played a lot.
If your intention is it to be for massess, then reduce the size drastically. I think 16x16 would be good for 3way...

I would go 2.2/sec per metal patch for metal income. (BA income)

And yes dude. I see your image now. Its highly compressed! Change compiler right away and your problem will be fixed!

Oh, yes.. and couple trees wouldnt hurt your map :)
*wink wink*

http://springrts.com/phpbb/viewtopic.php?f=13&t=22149
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thesleepless
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Re: New 3 Way Map WIP

Post by thesleepless »

git mapconv is the mapconv from the spring git repository http://github.com/spring/MapConv

is the source available for Beherith's MapConv? i'm on linux

once i get stuff working i might try experimenting with a smaller one and trees, but from testing 32x32 feels like a good size for it, but that's in NOTA not BA.
Coresair
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Re: New 3 Way Map WIP

Post by Coresair »

Looks like it would be a blast in NOTA, great job.
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Gota
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Re: New 3 Way Map WIP

Post by Gota »

Yeah this will only work for nota,nice map.
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oksnoop2
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Re: New 3 Way Map WIP

Post by oksnoop2 »

I would be very happy if you would release the 32x32 version. I enjoy large maps. (I play BA and SA)
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SanadaUjiosan
Conflict Terra Developer
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Re: New 3 Way Map WIP

Post by SanadaUjiosan »

I second a release of the 32x32 version.
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Beherith
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Re: New 3 Way Map WIP

Post by Beherith »

Looks very promising, here are my thoughts:
The close up shot is very odd, mind sending me a small crop of the texture?

32 by 32 will only work for NOTA, for ba you need to reduce it to about half its current (16 by 16).

link to mapconv tarball: (dirty zip of my mapconv folder, needs boost to compile)
http://beherith.eat-peet.net/stuff/Mapconv.7z
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bobthedinosaur
Blood & Steel Developer
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Re: New 3 Way Map WIP

Post by bobthedinosaur »

I think it will work for more mods and games than BA and nota. Looks good.
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