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PostPosted: 27 Jul 2012, 01:37 
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All hierarchy etc is lost, hope that is not a problem.

also did you get my last pm?


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PostPosted: 27 Jul 2012, 01:48 
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FLOZi wrote:
All hierarchy etc is lost, hope that is not a problem.

also did you get my last pm?


Cheers :D


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PostPosted: 30 Jul 2012, 01:04 
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preliminary work, no SSMF yet.

https://www.dropbox.com/s/rc951obck4igk ... ll.sdd.zip
(its not a sd7 yet because 7zipping it up on linux doesnt work for some reason.)

ToDo:
* ssmf distribution maps
* ssmf detail maps
* double check height map for vehicle traversal
* grass distribution map
* apparrently I have to fix the rocks objects? will talk to behe about it some more
* mex spot re-balance
* sky box
* mapinfo.lua tweaking

if anyone has suggestions let me know.


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PostPosted: 31 Jul 2012, 07:33 
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Grass is done, well at least for now.
couple of ingame shots

Image
Image


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PostPosted: 31 Jul 2012, 08:33 
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Very nice, I love the halos of lighter grass around the trees. It seems though that the trees turn to trunks when zoomed out. This is an issue with alpha mipping. To fix it, replace the pine tree texture from the one in Blindside v2.


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PostPosted: 31 Jul 2012, 15:45 
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starting to get ssmf going.
Image
Image
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PostPosted: 31 Jul 2012, 21:46 
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set fogdistance to 0.7

Because of the fog, it's difficult to see details clearly.

I think your grass ssmf splat should be much more aggressive. At the moment it looks kinda blurry. Also, I recommend doing a grass shading map, so that you can make the grass match the terrain better.

Unfortunately, I'm not particularly skilled at grass shading maps, but behe is a genius with them.


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PostPosted: 31 Jul 2012, 22:37 
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Forboding Angel wrote:
set fogdistance to 0.7

Because of the fog, it's difficult to see details clearly.

I think your grass ssmf splat should be much more aggressive. At the moment it looks kinda blurry. Also, I recommend doing a grass shading map, so that you can make the grass match the terrain better.

Unfortunately, I'm not particularly skilled at grass shading maps, but behe is a genius with them.


Not that a good one isn't important, but did I read it defaults to the mini map, so it at least partially matches terrain?


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PostPosted: 31 Jul 2012, 22:40 
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minimap is fine, you can tweak it alot by taking the minimap and adjusting the colors and calling that the grass shading map :)


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PostPosted: 09 Aug 2012, 05:59 
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I've updated the splat textures, but don't have access to my pc with shader support till perhaps friday, so I cant fully test and tweak.

I dont have a fogdistance variable in my mapinfo.lua

the dropbox folder for cooper_hill.sdd
https://www.dropbox.com/sh/l7p8ec9zth1xchy/yzdznWhROV


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PostPosted: 09 Aug 2012, 09:03 
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I've been messing with the height map, what do you think?
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PostPosted: 09 Aug 2012, 09:07 
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If that is vec passability, then awesome!


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PostPosted: 09 Aug 2012, 09:19 
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Beherith wrote:
If that is vec passability, then awesome!

I have a stumpy selected :)


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PostPosted: 09 Aug 2012, 11:43 
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Yeah, it's good and clear. Only thing I wonder is, can they pass too wide an area in the north? It seems better for veh that ever, but that's down to playtesting if that's bad or not.

Btw, to speed up future testing, just type /cheat and /armflash , then you won't need to build any veh lab like you did now so you save a moment.


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PostPosted: 09 Aug 2012, 12:04 

Joined: 09 Sep 2007, 20:05
/cheat
/give armflash


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PostPosted: 09 Aug 2012, 14:56 
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Or you could use Quantum's mission editor and set up a mission which gives you all the units you need for testing purposes.


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PostPosted: 16 Aug 2012, 04:00 
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Been really busy at work lately, so haven't been able to do much this week.
[Update]
Almost Complete
* Tweak multiplication values for splat
* Tweak splat distribution
* Tweak Grass distribution
* Get gameplay feedback on height map
* Fix metal map for balance
* Re-do the geothermal spot texture

ToDo
* Create Grass Shading
* Look into using a grass texture
* Create feature object export script for blender
* Sky Box? not sure if I need to bother with this one?

Features:
* Trees,
- update texture maps
- update locations to be congruent with cliffs
- Perhaps add more variation with different sizes, types.
* Rocks
- Update models as the existing ones are shit-house
- Update textures
- Even out locations for balance


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PostPosted: 17 Aug 2012, 07:43 
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sometimes I am kinda surprised how easy some things are.

For instance, I wanted to place feature objects in blender then export their locations to a text file for copying and pasting later.. its like 4 lines.. :shock:

sure enough its not so user friendly, and I could work on that. but that's just fluff. I got what I needed after 1 hour. and if I was a competent programmer it would have taken all of 5 minutes.

Code:
import bpy

f = open("//home/enetheru/Dropbox/SpringRTS/Maps/Cooper Hill/test.txt", 'w')

for obj in bpy.context.selected_objects:
    print("{ name = '"+ obj.data.name + "', x =", int(obj.location.x * 512 + 2048), ", z =", int(obj.location.y * 512 + 1536),", rot = \"" + str(int(obj.rotation_euler.z)) + "\"},", file=f )


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PostPosted: 24 Aug 2012, 00:52 
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Almost Complete
* Get gameplay feedback on height map
* Sky Box? not sure if I need to bother with this one?

Features:
* Trees,
- update texture maps
- Perhaps add more variation with different sizes, types.
* Rocks
- Update models as the existing ones are shithouse
- Update textures

As usual the whole project folder is under the link below all 293mb or so.
https://www.dropbox.com/sh/7kmlwobegvwfbwo/cIqyA2A7wk

This screen shot doesn't show the change I made which shrink's the dirt area under the trees.
Image


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PostPosted: 24 Aug 2012, 07:54 
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Joined: 17 Sep 2010, 14:49
enetheru wrote:
* Sky Box? not sure if I need to bother with this one?

Only for toying around with screenshots.


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