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Re: New 3 Way Map WIP

Posted: 26 Mar 2010, 02:17
by thesleepless
Beherith wrote: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
couldn't access that file, or anything on your site.
1:1 texmap crop http://recoilrts.org/images/maps/texmapcrop.png

i'll definitely consider making multiple size versions, i'm a fan of big maps, but understandable that not everyone is.

Re: New 3 Way Map WIP

Posted: 26 Mar 2010, 02:58
by hunterw
pretty interesting, i was thinking about making a 3 team map very similar to this one.

hell yeah use the water trick. you get the overhead camera inside of a mountain to see the color of the edge of your map without the water changing it, then just eyedrop the color in your paint program, look at the RGB value, then divide by 255 to get the value to use in the .smd

Re: New 3 Way Map WIP

Posted: 01 Apr 2010, 12:13
by thesleepless
Image

added shallows and elevated centre area a bit
added palm trees

16x16 version shown

32x32 to come soon

accepting suggestions for a name

couldn't work out the texture issue with the map compiler in git or get behe's to work on linux, so i made a python map compiler which i'll release shortly

Re: New 3 Way Map WIP

Posted: 01 Apr 2010, 12:19
by Jazcash
Trinome
Triland
Trinidad

Re: New 3 Way Map WIP

Posted: 01 Apr 2010, 12:47
by thesleepless
16x16 version is now available, please come and test it =)

http://springfiles.com/2580

Re: New 3 Way Map [ COMPLETED ]

Posted: 01 Apr 2010, 15:41
by Wombat
tristika

Re: New 3 Way Map [ COMPLETED ]

Posted: 01 Apr 2010, 15:46
by Pxtl

Re: New 3 Way Map [ COMPLETED ]

Posted: 01 Apr 2010, 19:32
by KaiserJ
i had a similar pixellation issue when exporting a map from 3d max

try turning off rendering options like atmospheric blurring, antialiasing and the like (i believe my problem was caused by antialiasing but it was a while back)

Re: New 3 Way Map [ COMPLETED ]

Posted: 01 Apr 2010, 21:38
by Wartender
whoah i didn't know you could make maps in blender! is there a tutorial somewhere?

Re: New 3 Way Map [ COMPLETED ]

Posted: 02 Apr 2010, 03:57
by oksnoop2
Sea Star Island... yep that's kind of lame. Still anxiously awaiting the 32x32 release.

Re: New 3 Way Map [ COMPLETED ]

Posted: 02 Apr 2010, 07:54
by thesleepless
Wartender wrote:whoah i didn't know you could make maps in blender! is there a tutorial somewhere?
you just make a plane and subdivide it up a lot then use sculpt mode with X and Y locked and paint on that, then you can use material nodes to texture it.

Re: New 3 Way Map [ COMPLETED ]

Posted: 03 Apr 2010, 15:54
by SirArtturi
We played one game on it and it seems pretty nice. It might be debated that there's too many metal spots in the sea, but I c that the main problem however is the low metal income per spot, which for ba is 1.4/sec. If I were you I'd go with 1.8 at least and reduce metal spots in the sea.

Visually it looks really good. Did I got it correct that you however were not able compile it as uncompressed? Cos' the texture looks pretty good whatsoever...
What I'd improve is a bit more contrast and warmth in the texture. Especially sandy beaches seems pretty boring and grayish. You are using those palmtrees pretty scarcely also...

Re: New 3 Way Map [ COMPLETED ]

Posted: 03 Apr 2010, 17:39
by JohannesH
Nothing wrong with the mex size, it can be a bit lower than what people are used to. Just makes for different builds which is cool. Yeah the emphasis is on the sea, and hovers, but I like that too, so everyone has to get them which makes for a less rps builds.

But what is a problem, is how the texture doesnt always tell of the heightmap very well - similar looking spots have different slopes, very hard to see that, or what can pass where, without f2.

Re: New 3 Way Map [ COMPLETED ]

Posted: 03 Apr 2010, 18:38
by Gota
I 2 don't think metal spot metal value are bad...I do think there are a bit too many sea metal spots.

Another thing is the fact there is so much open sea.
This kinda forces you to spam sea eco.
If this is how you want it than its fine if not that i suggest adding random patches of land in the really isolated sea ares so people cant spam eco there,so far from the middle.

Re: New 3 Way Map [ COMPLETED ]

Posted: 03 Apr 2010, 18:57
by Wartender
thesleepless wrote:
Wartender wrote:whoah i didn't know you could make maps in blender! is there a tutorial somewhere?
you just make a plane and subdivide it up a lot then use sculpt mode with X and Y locked and paint on that, then you can use material nodes to texture it.
cool but, how would i go about making the heightmap?
would it be too much to ask for you to make a tutorial on this?
not the sculpting etc, just how to properly render heightmaps, texturemaps, etc. (i got the camera set up properly though)

Re: New 3 Way Map [ COMPLETED ]

Posted: 04 Apr 2010, 07:50
by thesleepless
thanks for the feedback guys! doing some changes, reduced metal output in the sea, and respositioned a few metal spots where mohos couldn't be built.

adjusted texture a bit to show paths more.

i may make a tutorial for blender map making at some point.

Re: New 3 Way Map [ COMPLETED ]

Posted: 05 Apr 2010, 03:25
by thesleepless
For those interested:

Heightmap Nodes
Image

The Mapping Z Size controls the ramp from black to white

Texturemap Nodes
Image

Re: New 3 Way Map [ COMPLETED ]

Posted: 05 Apr 2010, 03:32
by hunterw
Does anyone have a BA replay of this map? I'd like to watch a game on it

Re: New 3 Way Map [ COMPLETED ]

Posted: 05 Apr 2010, 03:40
by thesleepless

Re: New 3 Way Map [ COMPLETED ]

Posted: 05 Apr 2010, 05:04
by hunterw
Cool, you should put them on replays.adune.nl so other folks can watch if they want.

I really appreciate the fine detail applied to the heightmap. Extensive use of shallows, lots intricate kbot paths, etc. A bit porcy, but this is to be expected with ocean and ocean metal.

For the texture I wish you would have lightbaked with normal maps (use WICed or Carrara), it really makes the terrain look awesome. Also, with your use of shallows I recommend using my .smd water settings:

[WATER]
{
WaterSurfaceColor=0.7 0.64 0.86;
WaterPlaneColor=0.04 0.16 0.25;
WaterBaseColor=0.80 0.90 1;
WaterAbsorb=0.012 0.0060 0.0045;
WaterMinColor=0 0 0.10;
}


specifically the

WaterBaseColor=0.80 0.90 1;
WaterAbsorb=0.012 0.0060 0.0045;
WaterMinColor=0 0 0.10;

will distinguish deep water from shallows quite realistically