Spring version of Anteer Strait

Spring version of Anteer Strait

Discuss maps & map creation - from concept to execution to the ever elusive release.

Moderator: Moderators

User avatar
Jools
XTA Developer
Posts: 2816
Joined: 23 Feb 2009, 16:29

Spring version of Anteer Strait

Post by Jools »

Update: latest version of map:

http://springfiles.com/spring/spring-maps/anteer-strait

----
I'm soon releasing the spring port of Anteer Strait, but though I'd post some pictures about how it looks now. Basically, it needs some hight map tweaking, because one mexx spot (the south-east one) is unbuildable right now.

The OTA version also has some nice crystal ice features, I still need to incorporate them. And of course any thing that comes up after I show these pictures to you...

Image

Image

Oh, and I think the OTA version had some random ice meteor rains. Is that possible to do in spring?
Last edited by Jools on 15 Jun 2011, 15:48, edited 7 times in total.
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2700
Joined: 25 Aug 2004, 13:31

Re: Soon to be released: Anteer Strait

Post by bobthedinosaur »

ice meteors: probably if you lua script it, but dont bother. ppl will just bitch about it not fitting their mods, maybe you should let it be done mod side.
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6240
Joined: 29 Apr 2005, 01:14

Re: Soon to be released: Anteer Strait

Post by FLOZi »

Or do it and make it a map option.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Soon to be released: Anteer Strait

Post by Gota »

Ice meteors are nice as long as they dont deal actual dmg and are not too common.
Also,NICE!
I like this map.
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Soon to be released: Anteer Strait

Post by knorke »

if there is a warning like small ice meteors that do very little damage and its no in the start areas, ice comets sound ultra cool.
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6240
Joined: 29 Apr 2005, 01:14

Re: Soon to be released: Anteer Strait

Post by FLOZi »

you could make the damage a further option.
User avatar
Jools
XTA Developer
Posts: 2816
Joined: 23 Feb 2009, 16:29

Re: Soon to be released: Anteer Strait

Post by Jools »

I think I remember that in OTA the meteors triggered the attack alarm, but only really damaged tidals and skeeters.

Will be interesting to look at this, but later, map must be playable first.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Soon to be released: Anteer Strait

Post by Gota »

The texture is also from ota?
User avatar
Jools
XTA Developer
Posts: 2816
Joined: 23 Feb 2009, 16:29

Re: Soon to be released: Anteer Strait

Post by Jools »

Yes, I used the "Annihilator" map editor (v1.6) to export the heightmap and also texturemap, and have made only slight adjustments to them.

Here is the release candidate: only problem is that the ground just above waterline gets coloured blue, I think it's something that the mapconverter does. Should I use any of those million parameters (in nvdxt2.exe) to adjust this?

Here is a picture:

Image
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Soon to be released: Anteer Strait

Post by Gota »

yeah was just gonan say something about that.
This same thing really ruins TheColdPlace's look.
User avatar
hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: Soon to be released: Anteer Strait

Post by hunterw »

Jools wrote: Here is the release candidate: only problem is that the ground just above waterline gets coloured blue, I think it's something that the mapconverter does. Should I use any of those million parameters (in nvdxt2.exe) to adjust this?

Here is a picture:

Image
I think what is happening is your terraindetail is too low. Try pressing the HOME key a bunch ingame and see if that fixes it.

FYI, terraindetail is a graphic setting only settable ingame with HOME and END keys, NOT from settings, and there is no documentation that refers to it anywhere that people ever read.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Soon to be released: Anteer Strait

Post by Gota »

its not that.
If you are using the OTA texture than It's probably part of it and you wont get rid of it unless you just re-texture the map.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Soon to be released: Anteer Strait

Post by Beherith »

Jools: its not mapconvs fault, as gota said, its part of the texture.
Hunterw: the setting is a slider called terrain detail in the advanced settings in springsettings. It goes from 40 to 120.
User avatar
Jools
XTA Developer
Posts: 2816
Joined: 23 Feb 2009, 16:29

Re: Soon to be released: Anteer Strait

Post by Jools »

But how can it be part of the texture? Here is a clip from the texture map, which I pass to the mapconv and which is exported from ota. It doesn't show any of that blue.

Image

The mapconv has a rgb-parameter: what if I try to alter it to remove the blue from it?
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Soon to be released: Anteer Strait

Post by Beherith »

It is that blue.
Mapconv never takes RGB params.
Increase water height to hide it.
Adjust smd params to make it closer to original.
User avatar
Jools
XTA Developer
Posts: 2816
Joined: 23 Feb 2009, 16:29

Re: Soon to be released: Anteer Strait

Post by Jools »

Yeah, and cold place has same feature. I hadn't seen it before, but now when I investigated it again I saw it also has blueish shores.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Soon to be released: Anteer Strait

Post by Gota »

Retexture using terragen 1.
You will get a very similar texture or do what behe said and make the water dark so we don't see the blue texture.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Soon to be released: Anteer Strait

Post by Gota »

in fact,post the heightmap here I'll texture it.
User avatar
Jools
XTA Developer
Posts: 2816
Joined: 23 Feb 2009, 16:29

Re: Soon to be released: Anteer Strait

Post by Jools »

Sure, go ahead if you have the energy. Here are files:

Bitmap: http://www.mediafire.com/?m2yzqfkttwi

Raw: http://www.mediafire.com/?zzlmzyz4yy2

Actually I managed to correct the issue quite well by passing one additional parametre to mapconv (or actually to nvdxt2.exe, edit/create the nvargs.txt file):

Code: Select all

-outputBias <float float float float>
I found that passing 1, 1, 1, 1 to it makes the whole texture white, alas, it affects the metal spot textures as well. But I think it's a good compromise. Here is a sample with the values 0.8 0.6 0.4 1 IIRC:

Image
User avatar
Jools
XTA Developer
Posts: 2816
Joined: 23 Feb 2009, 16:29

Re: Soon to be released: Anteer Strait

Post by Jools »

Edit: get map from first post or springfiles.

Thanks to Basic for advising me to dampen the bright light a bit.
Last edited by Jools on 20 Mar 2010, 17:21, edited 1 time in total.
Post Reply

Return to “Map Creation”