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Obsidian 1.3 Stable
Posted: 05 Feb 2014, 19:24
by The Yak
Obsidian gets a stable release after a long time in beta.
1vs1, Southwest vs Northeast
Download: http://springfiles.com/spring/spring-maps/obsidian

Crazy trees

Crazy grass too!
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Obsidian 1.2/1.3
-reupload due to mapserver sync fail
Obsidian 1.1
-recievetracks=true
Obsidian 1.0
-stable
Obsidian 0.6 Beta
-warpgates removed
Obsidian 0.5 Beta
-totally revamped warpgates with unit and custom cursor
-LUPS fx, ceg, sfx added to warpgate
-features
-brighter non-advmapshading detailtex
-unittracks disabled (workaround for warpgate issue)
-grass with multicolor shader (may crash ATI cards and Spring 94.1+)
-reverted to pre-release skybox (this was to improve black glass skyreflectmod)
-other minor tweaks
Obsidian 0.3 Beta
-6 start positions
Obsidian 0.2 Beta
-tweaks to ground texture
-added ridges to 2 mountains to block vehicle passage
-added warpgates
Obsidian 0.1 Beta
-Initial Release
Credits:
Map by The_Yak
Content licensed under Public Domain unless otherwise noted
Re: Obsidian 0.3 Beta
Posted: 05 Feb 2014, 22:59
by Beherith
Very nice. I find that adding in a low power high frequency 'simple displacement' device after the erosion (its sufficient to just add it to the lightmap) really breaks up the unnaturalness of the erosion flow lines that go in the 8 cardinal directions.
Re: Obsidian 0.3 Beta
Posted: 05 Feb 2014, 23:18
by smoth
Can the warp gates be disabled via map options?
Re: Obsidian 0.3 Beta
Posted: 07 Feb 2014, 01:14
by The Yak
Not currently, nor am I convinced that it's worth the effort to do so. Map options seem only sporadically supported across various lobbies/games and not at all with ZK.
Re: Obsidian 0.3 Beta
Posted: 08 Feb 2014, 03:34
by knorke
wrt teleports:
The gadget has some lines regarding mapoptions but map has no mapoptins.lua
Use Spring.SetUnitLeaveTracks so that units leave no tracks across the map.
, they are a little finnicky and must be approached from the direction of map center.
That is so units that do not get instantly teleported back to where they came from. It made more sense on the original map:
http://www.youtube.com/watch?v=EGaahexSBe4
Imo best to make such "tunnels" into teleports with terrain. Or have seperate teleports for exit/entry, then you can do away with the direction thing.
Re: Obsidian 0.3 Beta
Posted: 04 Mar 2014, 15:49
by The Yak
0.5 Update
If you get crash with latest engine when you zoom in close to forests please post infolog here
I suspect ATI shenanigans my side but need other people to test to clarify
Re: Obsidian 0.5 Beta
Posted: 05 Mar 2014, 06:38
by zoggop
This is cool, but I think it could be prettier if the specular and skyreflect maps weren't derived from a texture with baked lighting, especially baked specular lighting. The darker areas aren't shiny, which looks strange. What are you using to generate the texture? Would be better if the glass was high specular, and the stone wasn't.
Re: Obsidian 0.5 Beta
Posted: 05 Mar 2014, 07:15
by smoth
Why would you replace grass with a shader when we can
do the colors directly..
Re: Obsidian 0.5 Beta
Posted: 05 Mar 2014, 11:09
by Anarchid
Smoth>
Why would you replace grass with a shader when we can do the colors directly..
GrassDrawer.cpp:189>
grassShaders->AttachShaderObject(sh->CreateShaderObject("GLSL/GrassVertProg.glsl", shaderDefines + extraDefs, GL_VERTEX_SHADER));
grassShaders->AttachShaderObject(sh->CreateShaderObject("GLSL/GrassFragProg.glsl", shaderDefines + extraDefs, GL_FRAGMENT_SHADER));
Re: Obsidian 0.5 Beta
Posted: 05 Mar 2014, 14:08
by The Yak
grassShadingTex is what I'm using
Re: Obsidian 0.5 Beta
Posted: 05 Mar 2014, 17:04
by smoth
Ah, cool!
Re: Obsidian 0.5 Beta
Posted: 05 Mar 2014, 21:26
by azaremoth
Love it!
Re: Obsidian 1.0 Stable
Posted: 31 Mar 2015, 16:47
by The Yak
I posted an update that should finally be crash and bug free. No warpgates anymore.
Re: Obsidian 1.0 Stable
Posted: 31 Mar 2015, 21:04
by qray
Cool bot map

I like the glass look of the hills.
I can also imagine it working as a 2v2 map... will have to try.
Re: Obsidian 1.0 Stable
Posted: 04 Apr 2015, 01:12
by PicassoCT
Have you considered adding a customized treetype to this?

Re: Obsidian 1.0 Stable
Posted: 05 Apr 2015, 03:11
by qray
Just saw the new v1.1 where you added receive tracks.
Suggestion: wouldn't it make sense to make 2 terrains on the terrain map and have receive tracks on the rock and not on the glass mountains? Just a thought...
Re: Obsidian 1.1 Stable
Posted: 05 Apr 2015, 03:56
by The Yak
qray yes that would make sense, however it's a lot of work for a very minor effect. I don't really want to go back and generate a new map and recompile again at this stage in development. I'm done with Obsidian now unless any problems come up.
Re: Obsidian 1.1 Stable
Posted: 05 Apr 2015, 04:24
by qray
The Yak wrote:I'm done with Obsidian now unless any problems come up.
I can fully understand

Re: Obsidian 1.1 Stable
Posted: 05 Apr 2015, 04:32
by enetheru
The Yak wrote:qray yes that would make sense, however it's a lot of work for a very minor effect. I don't really want to go back and generate a new map and recompile again at this stage in development. I'm done with Obsidian now unless any problems come up.
would being able to specify the typemap as a separate image from the mapinfo.lua change your mind?
Re: Obsidian 1.1 Stable
Posted: 05 Apr 2015, 04:50
by The Yak
Ah I wasn't aware that was possible, perhaps