New mapper: ffa over one spot - Page 2

New mapper: ffa over one spot

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

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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: New mapper: ffa over one spot

Post by SirArtturi »

Looks like a 8-bit heightmap to me. Go 16-bit.

And imo, castles would have made more sense and be more sexy than plateaus.
dimm
Posts: 473
Joined: 01 Oct 2009, 23:03

Re: New mapper: ffa over one spot

Post by dimm »

HM Contouring
I used SME and only nota has any problems with pathing. So how do i do this in sme?

Castle Plateau
Well idk about sexy but maybe its too difficult to fight up that hill so maybe i should but i would really need more to go on.
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SirArtturi
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Joined: 23 Jan 2008, 18:29

Re: New mapper: ffa over one spot

Post by SirArtturi »

dimm wrote:HM Contouring
I used SME and only nota has any problems with pathing. So how do i do this in sme?
I think SME has 16bit grayscale raw support. OR alternatively: export your heightmap, go photoshop, change image format to 16-bit grayscale, run gaussian blur, save it as IBM PC byte order 1-channel raw format, import it to SME, and run the compilation again with -l filter enabled (though this might be unneseccary after gaussian blur)
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JohannesH
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Joined: 07 Apr 2009, 12:43

Re: New mapper: ffa over one spot

Post by JohannesH »

Should be totally fine with 8 bit too, as long as you use the -l while compiling
Frostregen
Posts: 179
Joined: 17 Jul 2007, 00:52

Re: New mapper: ffa over one spot

Post by Frostregen »

From inside SME hit S to apply gaussian blur.
(Internally the heightmap is stored as 32bit floating point anyway)

To preserve sharp edges I would recommend export as 16bit PNG, and use image-magick's selective-blur.

Code: Select all

convert hmap.png -scene 1 -selective-blur 2x6+20% -type GrayScale -depth 16 hmap_new.png
It is not optimal too, but way better than simple blur.
dimm
Posts: 473
Joined: 01 Oct 2009, 23:03

Re: New mapper: ffa over one spot

Post by dimm »

S works and after zooming in i can see the problem and use SME's built in blurer.
Where is the compile line in SME?
Arturi you suggested 16bit to fix the contouring issue or for other reasons?

How do i upload to ca down loader? its already on spring-files.
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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: New mapper: ffa over one spot

Post by SirArtturi »

dimm wrote: Arturi you suggested 16bit to fix the contouring issue or for other reasons?
Yes for contouring issue - It will fix it but also because 16-bit means simply more colors which means more detailed heightmap!
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: New mapper: ffa over one spot

Post by Forboding Angel »

Well no offense, but the heightmap isn't particularly detailed to begin with.
Frostregen
Posts: 179
Joined: 17 Jul 2007, 00:52

Re: New mapper: ffa over one spot

Post by Frostregen »

dimm wrote:S works and after zooming in i can see the problem and use SME's built in blurer.
Where is the compile line in SME?
-l option is for mapconv only. It applies a gaussion blur before compiling.
Basically it is the same as pressing S in SME. (I think)
It is only useful when using/importing 8bit heightmaps anyway.
If you use 16bit heightmaps it is not necessary.
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: New mapper: ffa over one spot

Post by TradeMark »

interesting idea, but i think its cheaper to porc with metal makers than try to get that spot from middle, since theres 3 players trying to kill you.

and if you increased the metal output to insane high like 20 metal per second, then its too good and the guy wins who goes in middle... really hard to set the output balanced.
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