New map: Jonathan's pond
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New map: Jonathan's pond
I made another remake of a classic OTA map: John's pond.
This is still a beta, since I'm looking for way to make the map better still. I used Beherith's trees, which are nice, but it's hard to find the correct size for them. Should they scale well with the commander, units such as hawks and ships, or should they just look okay on the average player's zoom level? Imo spring default trees are maybe the best realistic scale, but people often do not see them when playing.
Also, I'm looking for ways to make the texture better. Are brighter colours better? Or just render it with more detail?
Anyway, here is the map:
http://springfiles.com/spring/spring-ma ... thans-pond
This is still a beta, since I'm looking for way to make the map better still. I used Beherith's trees, which are nice, but it's hard to find the correct size for them. Should they scale well with the commander, units such as hawks and ships, or should they just look okay on the average player's zoom level? Imo spring default trees are maybe the best realistic scale, but people often do not see them when playing.
Also, I'm looking for ways to make the texture better. Are brighter colours better? Or just render it with more detail?
Anyway, here is the map:
http://springfiles.com/spring/spring-ma ... thans-pond
Re: New map: Jonathan's pond
Screenshots:






Re: New map: Jonathan's pond
graphical errors:
http://h4.abload.de/img/screen00080ir7i.png
only get it on that map.
/shadows 0 makes the terrain go normal
---
trees i like:
-big is better
-footprint matches model size and tree is centered in it (esp some rocks on several do not do that and its annoying imo)
-color contrasts with terrain for good visibility and imo also looks nicer. (ie altair crossing is quite meh because of green trees on green grass)
-placed in clusters instead of randomly sprinkled
http://h4.abload.de/img/screen00080ir7i.png
only get it on that map.
/shadows 0 makes the terrain go normal
---
trees i like:
-big is better
-footprint matches model size and tree is centered in it (esp some rocks on several do not do that and its annoying imo)
-color contrasts with terrain for good visibility and imo also looks nicer. (ie altair crossing is quite meh because of green trees on green grass)
-placed in clusters instead of randomly sprinkled
Re: New map: Jonathan's pond
I got that too when I set /shadows 1. Weird. I don't get it on other maps either.
- Forboding Angel
- Evolution RTS Developer
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- Joined: 17 Nov 2005, 02:43
Re: New map: Jonathan's pond
Y U NO SSMF???
Re: New map: Jonathan's pond
+1Forboding Angel wrote:Y U NO SSMF???
Re: New map: Jonathan's pond
Because I didn't know about ssmf.
Now after reading up on it, isn't it mostly for glansy maps such as ice worlds etc? Would the work it takes provide some enhancement to this map or is it just 'better code'?
Now after reading up on it, isn't it mostly for glansy maps such as ice worlds etc? Would the work it takes provide some enhancement to this map or is it just 'better code'?
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: New map: Jonathan's pond
SSMF also supports detailtexture splatting (supports 4 different detailtextures)
Re: New map: Jonathan's pond
You need to get the gundam maps man :)Jools wrote:Because I didn't know about ssmf.
Now after reading up on it, isn't it mostly for glansy maps such as ice worlds etc? Would the work it takes provide some enhancement to this map or is it just 'better code'?
Examples to see:
Grts_messa
Grts_gunmetal
Grts_rockyglacier
Turn shadows on and off to see what it does :)
Re: New map: Jonathan's pond
I read jK:s announcement and saw forbidden's tutorial, but there was some voicing over non-functionality, i think it concerned cloud colour among other things.
It's just thart I like to be able to adjust the colour of clouds :)
I'll take a look at those maps, and I'll probably try to do a ssmf and see what it does.
It's just thart I like to be able to adjust the colour of clouds :)
I'll take a look at those maps, and I'll probably try to do a ssmf and see what it does.
Re: New map: Jonathan's pond
jk's map blueprint is an evolution of the old map options code/mapconfig stuff. My old maps have my attempt at what jk ended up doing. It has nothing to do with ssmf beyond setting the valuesJools wrote:I read jK:s announcement and saw forbidden's tutorial, but there was some voicing over non-functionality, i think it concerned cloud colour among other things.
Forb didn't know what he was talking about. I tracked it down to needing a specific spring setting for them.Jools wrote:It's just thart I like to be able to adjust the colour of clouds :)
do look at them, like I said turn shadows on and off to see what it does.. I cannot find the screenshots but they were in a behe thread...Jools wrote:I'll take a look at those maps, and I'll probably try to do a ssmf and see what it does.
ssmf just means detail splatting and a specular layer. See these really dated threads for explanation of how it will make your map prettier:
http://springrts.com/phpbb/viewtopic.php?f=13&t=22564
http://springrts.com/phpbb/viewtopic.php?f=13&t=21951
Re: New map: Jonathan's pond
To be precise and up-to-date for 0.83, SSMF adds:smoth wrote:ssmf just means detail splatting and a specular layer
* detail splatting
* specular mapping
* "detail" normal mapping (0.83+)
* sky-reflections (no maps use this yet, afaik)
* self-illumination (0.83+)
(y'all may mentally substitute "Sexier" or "Super" or "Smothed" for the first 'S')
Re: New map: Jonathan's pond
Do people in general have this? What version of GPU does this correspond?(BIG FAT NOTE: requires clients to have GLSL-spec hardware)
Re: New map: Jonathan's pond
:0Kloot wrote: * "detail" normal mapping (0.83+)
* sky-reflections (no maps use this yet, afaik)
* self-illumination (0.83+)
Re: New map: Jonathan's pond
GLSL is seven years old, basically any non-budget/mainstream modern Nvidia/ATI card can be assumed to support it (at least, the version of the standard that Spring requires).Jools wrote:Do people in general have this? What version of GPU does this correspond?(BIG FAT NOTE: requires clients to have GLSL-spec hardware)
Re: New map: Jonathan's pond
Thanks, a good and clear answer :)
- Forboding Angel
- Evolution RTS Developer
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Re: New map: Jonathan's pond
I forgot that I posted that tutorial. You can adjust strength via values in mapinfo, but I use the alpha channel to adjust brightness and darkness. That is very much a personal preference btw, but that is the way I like to do it.
You can also adjust lightness and darkness via the rgb channels themselves, but I find that sometimes I find a perfect mix and don't want to have to edit all 3 so it's just easier to use the alpha channel for that. Not what it's creators intended but it works well.
You can also adjust lightness and darkness via the rgb channels themselves, but I find that sometimes I find a perfect mix and don't want to have to edit all 3 so it's just easier to use the alpha channel for that. Not what it's creators intended but it works well.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: New map: Jonathan's pond
Kloot wrote: (y'all may mentally substitute "Smothed" for the first 'S')
Fixed

Re: New map: Jonathan's pond
I'm trying to adjust the splattscale, but when I change the values of texScales it doesnt seem to have any effect. I tried values from 0.5 to 0.00006. The grassdetail gets too small, so it looks like a lawn more than natural grass.
Is there some other setting to control this?
Is there some other setting to control this?
MapHardness=700;
notdeformable =1;
Detailtex = detailtex.bmp;
GrassShadingTex = grassshading.bmp;
GrassBladeTex = grassbladetex.bmp;
SpecularTex=specularmap.tga;
SplatDistrTex=distributionmap.tga;
splatDetailTex=splattex.tga;
[GRASS]
{
GrassBladeWaveScale = 3.0;
GrassBladeWidth = 0.15;
GrassBladeHeight = 2.0;
GrassBladeAngle = 1.57;
}
[SPLATS]
{
texScales = 0.06 0.06 0.06 0.005;
texMults = 0.3 0.3 0.3 0.5;
}
Re: New map: Jonathan's pond
Would love to see a fixed version of this released, given the texture errors.