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New 3 Way Map [ COMPLETED ]
Posted: 25 Mar 2010, 03:51
by thesleepless
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
Re: New 3 Way Map WIP
Posted: 25 Mar 2010, 03:54
by AF
I like, a lot
Re: New 3 Way Map WIP
Posted: 25 Mar 2010, 05:32
by MidKnight
make sure compression is disabled in the compiler, that could lead to pixelated textures.
Anyway, looking good! you made that in blender?
Re: New 3 Way Map WIP
Posted: 25 Mar 2010, 05:43
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

Re: New 3 Way Map WIP
Posted: 25 Mar 2010, 07:18
by knorke
cool.
yellow dots are geos?
Re: New 3 Way Map WIP
Posted: 25 Mar 2010, 07:21
by thesleepless
knorke wrote:cool.
yellow dots are geos?
correct! and red are startpoints, green are metal
Re: New 3 Way Map WIP
Posted: 25 Mar 2010, 08:07
by Jazcash
Looks very nice indeed.
Re: New 3 Way Map WIP
Posted: 25 Mar 2010, 09:19
by manolo_
i liek the design, are all beaches passable for hovers?
Re: New 3 Way Map WIP
Posted: 25 Mar 2010, 09:40
by thesleepless
yep, the beaches are passable by hovers, the cliffs are not
still having an issue with the texture being pixelated, not sure what's causing it.

any ideas?
Re: New 3 Way Map WIP
Posted: 25 Mar 2010, 09:48
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...
Re: New 3 Way Map WIP
Posted: 25 Mar 2010, 10:04
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
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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

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
Re: New 3 Way Map WIP
Posted: 25 Mar 2010, 10:22
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
this was with -c -1
Re: New 3 Way Map WIP
Posted: 25 Mar 2010, 10:52
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
Re: New 3 Way Map WIP
Posted: 25 Mar 2010, 11:03
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.
Re: New 3 Way Map WIP
Posted: 25 Mar 2010, 11:13
by Coresair
Looks like it would be a blast in NOTA, great job.
Re: New 3 Way Map WIP
Posted: 25 Mar 2010, 12:38
by Gota
Yeah this will only work for nota,nice map.
Re: New 3 Way Map WIP
Posted: 25 Mar 2010, 16:43
by oksnoop2
I would be very happy if you would release the 32x32 version. I enjoy large maps. (I play BA and SA)
Re: New 3 Way Map WIP
Posted: 25 Mar 2010, 17:03
by SanadaUjiosan
I second a release of the 32x32 version.
Re: New 3 Way Map WIP
Posted: 25 Mar 2010, 19:52
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
Re: New 3 Way Map WIP
Posted: 26 Mar 2010, 01:13
by bobthedinosaur
I think it will work for more mods and games than BA and nota. Looks good.