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Release: Nostradomus
Posted: 18 Jun 2006, 23:46
by PicassoCT
Release Nostradomus..
Link:
http://www.fileuniverse.com/?p=showitem&ID=3541
Thx for the Helpflull Answers... and yes the windows are not corresponding to the lightpattern on the Map....
Posted: 18 Jun 2006, 23:57
by Dragon45
Just like the others... you're doing something very original again; looking forward to this.
Posted: 19 Jun 2006, 00:03
by Zoombie
It's a little hard to tell what your doing with just the one screen shot. Care to make some more?
Posted: 19 Jun 2006, 00:30
by PicassoCT
It some Kind of Cathedral .. with lots of Columns.. those are just Renderings
It`s the Skybox that Still does Trouble me...
A would have love really Glass Windows in the Cathedral sorounding the Battlefield... and working tools - like old cranes..Ladders well. theres got to be something left to do in PS
Also need to put some Blood onto this Stones neear the Pools
But what about those deformable Fortresses.. i just imagine inside K-Bots repairing against Berthafire...

Posted: 19 Jun 2006, 00:31
by Zoombie
Huh.
Posted: 19 Jun 2006, 04:45
by LOrDo
At the risk of sounding stupid, Im still not quite sure what your doing, but it looks very cool. What am I looking at on the far right of the first screenshot, a stained glass window?
Posted: 19 Jun 2006, 09:47
by Cheesecan
Those screenshots are very, very dark..
Posted: 19 Jun 2006, 21:37
by PicassoCT
Yep, Cathedral of Dark Stone
@Lordo there is a Stained Glass Window on the Side ( whos light is falling on the Map- but it is not in Scene, the Things around - are Part of the Skybox, that is in there because i want the Skybox reflections in the marble of the Columns and the ground
Time to go back to work Lets Pray that the Skybox works - i hate it when i have to fix the big bugs like the ground in invernus..
Posted: 20 Jun 2006, 01:00
by Min3mat
Your maps are soooo pretty Picasso :) maybe we should flame you more about your concept maps if this is what results!!!! :D
Posted: 20 Jun 2006, 11:28
by PicassoCT
They Maybe pretty, but it is not the graphical Aspect that counts ...
it is all about gameplay.
This Thing may take a while - i am currently discovering Problems...
Posted: 20 Jun 2006, 12:01
by Comp1337
problems like what?
Posted: 20 Jun 2006, 14:18
by SwiftSpear
PicassoCT wrote:They Maybe pretty, but it is not the graphical Aspect that counts ...
it is all about gameplay.
This Thing may take a while - i am currently discovering Problems...
The trick is to design backwards. Figure out the gameplay mechanic you want, work backwards to figure out what you need to do to make it work (for instance, if you want kbots hiding among collums repairing you need something for them to defend in there and some reason for your enemies to develop defencive ranges nearby) the last stage is making the story/eyecandy of the map work with your gameplay template.
Posted: 20 Jun 2006, 15:59
by PicassoCT
SwiftSpear wrote:PicassoCT wrote:They Maybe pretty, but it is not the graphical Aspect that counts ...
it is all about gameplay.
This Thing may take a while - i am currently discovering Problems...
The trick is to design backwards. Figure out the gameplay mechanic you want, work backwards to figure out what you need to do to make it work (for instance, if you want kbots hiding among collums repairing you need something for them to defend in there and some reason for your enemies to develop defencive ranges nearby) the last stage is making the story/eyecandy of the map work with your gameplay template.
Peace of Truth i should have had months ago, at the beginning. I actually see those things, but just of the temporary peace of Eye Candy i am focusing on..
I very Fast loose the Overview for the whole Map... (something really visible in Bakermans Lair...
It is a really difficult thing imagine all those hills, how they could be used and how they influence there neighbourhood. This Problems is why i got back to Symmetry in Nostradomus. It might be primitiv form of balancing things, but it works.
The Currently appearing Problem is, that the "soft-ground" Fortresses crash the Game Engine, when the Commander Fires his Disintegrator on the thinnest (& and highest) Part of the Fortress.
Posted: 20 Jun 2006, 18:26
by FizWizz
If this is going to be a stone-work map, I'd suggest using the "notdeformable=1;" (or whatever it is) tag.
Posted: 20 Jun 2006, 19:09
by Cheesecan
FizWizz wrote:If this is going to be a stone-work map, I'd suggest using the "notdeformable=1;" (or whatever it is) tag.
Isn't that tag broken?
Posted: 20 Jun 2006, 19:39
by PicassoCT
Well - but thats the fun about it - having fotresses that can be deformed
Posted: 20 Jun 2006, 21:36
by Zoombie
I think the intention is to have the fortress be very softy and squishy, so you can't just hide behind them. Or am I crazy.
Posted: 20 Jun 2006, 22:20
by PicassoCT
The Intention is to have a Fortress thats very soft, but defends as long as you have kbots reconstructing the Terrain.
Another Noobish Problem.
I have the Problem that within the Basins in the Ground there is no water, but they are darker then 50%
I experimented with the Heightsettings, but found no solution.
Posted: 20 Jun 2006, 22:56
by Erom
I'm pretty sure you might already know the following, but it's the nearest I can figure based on your question.
There isn't a fixed water height darkness, it depends on your height setting in mapconv.
So if you want 50% grey to be underwater, the middle of your height range also needs to be underwater (IE negative)
It works like this (this assumes you have both 0% and 100% on your heightmap, which should be the case (this maximises the range of greys you can play with for your heightmap))
the -x value in mapconv is the altitude (in elmos?) of a 100% white surface
the -n value is the altitude of a 0% white surface
To find the altitude of an intermediate shade of grey, do this,
n+(y*(x-n)) = a
or, simplified,
y*x + (1-y)*n = a
Where y is your value (in percent or in RGB value / 255)
x and n are the parameters from mapconv
and a is the altitude
So to make 50% grey underwater, you could for example set your water line at 55% grey. Then, some values for mapconv that would work are:
-x 82 -n -100 <- this would produce very low mountains
-x 205 -n -250 <- this would probably be better
Posted: 21 Jun 2006, 10:10
by PicassoCT
Thx