Now released! A remake of Baracus's map Hotlips001. New changes include:
-New filtered and natural looking 16-bit heightmap -Tweaks to height(map) for increased vehicle playability -New desert texture -Trees and rocks -SSMF -Start positions -Better bumpwater settings
Thanks to:
Baracus: Original Hotlips001 Agorm, Smoth, Comp1337: Features Funkencool, Beherith: Borrowed bumpwater settings from Trefoil and Mercury Beherith, Silentwings, Funkencool, and others: Assistance and troubleshooting
Made with World Machine, GIMP, Notepad++
EDIT: V2
Last edited by The Yak on 30 Jan 2013, 14:13, edited 5 times in total.
I would use some high frequency basic perlin displacement on impassable slopes to break up the flat/uninteresting edges. A great tool in WM is making a lightmap of the full scale heightmap, then overlaying it in photoshop on the texture. It does require that you reduce the amount of lightbake on the texture before, so that the added effect of 2 lightbakes doesnt become too overpowering.
I like the look of this. My only criticism is that the sky doesn't match the terrain, it's simply not bright enough considering the reflections int he water and the luminosity of parts of the terrain
Absolutely stunning work! What did you use to make the texture?
About 98% World Machine, and 2% GIMP, thanks. It's basicly a big modifcation of the convexity selector example + basic texturing macro.
Beherith wrote:
I would use some high frequency basic perlin displacement on impassable slopes to break up the flat/uninteresting edges. A great tool in WM is making a lightmap of the full scale heightmap, then overlaying it in photoshop on the texture. It does require that you reduce the amount of lightbake on the texture before, so that the added effect of 2 lightbakes doesnt become too overpowering.
That's what you suggested in my other thread, right? I tried playing around with it but had troubles with passability and general uglyness, but I was applying it universally and not just on steep slopes. I have it saved as a macro so perhaps I can try to work something out with it.
I'm pretty much doing the lightmap work already, just within world machine using combine and then bias/gain to compensate for lighting.
AF wrote:
I like the look of this. My only criticism is that the sky doesn't match the terrain, it's simply not bright enough considering the reflections int he water and the luminosity of parts of the terrain
Good point actually, I'll adjust the sky color. Thanks
Joined: 24 Jan 2006, 21:12 Location: There is no god - and reality is his prophetess
When i deved mountains for another game once, the same thing comes up. The truth is, humans see faces, genitalia everywhere. No point filtering the sky,the ground, the water. Cause even if you do, they gonna draw on it, while they screw. Im pretty sure, if in those caves were they drew the magic bufallee in the stone ages,you would turn the cam around to the eternal background, this is what you see.
Thanks all, expect a release in a few more days. I just moved into a new apartment that was supposed to have internet by now but thanks to one particularly incompetent telus technician doesn't yet.
This looks great! The screenshot of the dried-up plants sticking out of the edges of the desert puddle made me drool a little. One visual complaint: having a cracked texture underneath the water looks really odd to me. I thought cracked mud was meant to signify, you know, something really dry that gets wet occasionally.
edit: and as we all know, maps take place in the eternal
I saw this map being played a couple of times on zero-K, so I was thinking putting in a better texture too. But I couldnt have done such a great job as you did, thank you.
After few plays on this map i have to say it has funny bot fights on penis hills (using radar cover), but i started to hate to see so many penises at one place so many times a day.. and of course - the vagina lake...
Updated to V2. Has some pretty significant performance optimizations for ssmf like conversion to .dds textures and rescaling to a lower res. Also new detailtex for rock, visual tweaks to ssmf, and removed waterplanecolor tag.
EDIT: I was also going to try releasing a dry version, but bumpwater broke anytime I dropped the waterlevel below ground. Seems to be a compiling issue since I can drop the smf/smt files into blueprint with default settings and still have it crash anytime I try to set bumpwater. Any ideas?
You shouldnt be setting to bumpwater if there is no water on the map. The key here is NOT setting waterplanecolor. If you dont have waterplanecolor, there is no waterplane. You can also try to send commands to force 'water 0'
How much did the dds rescale reduce vram footprint/gpu use?
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