View topic - [Duo updated to 2.1]Sapphire Shores



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PostPosted: 22 Apr 2013, 03:44 
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Joined: 20 May 2012, 04:36
Beach Invasion Beta:
Image

Sapphire Shores v2.1:
Image

Image

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V2.1 changes:

- New Skybox
- Crystal metal value divided by 10
- Default hardness 175 > 200
- Fixed upside down typemap

V2.0 Changes:

- New Texture
- Smoother heightmap (uses lowpass now)
- Improved specular lighting
- New splat mapping, detail texes, new detail tex when /advmapshading off
- Crystal features
- Better atmosphere and lighting conditions
- Reduced wind from 10-25 to 10-20 (to compensate somewhat for crystals)
- Typemapped different areas of hardness (ground, crystal, rock), default hardness 150 > 175

Made by: The Yak
Based from BeachInvasionBeta by 123v
Sapphire Crystals: Recolored Tiberium crystals by Lathan

Made with World Machine, GIMP, Notepad++, SpringMapEdit, FilterForge

Inspired by some childhood memories of an old game.

Get it here: http://springfiles.com/spring/spring-maps/sapphire-shores

Also dry version!
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SS Dry download: http://springfiles.com/spring/spring-maps/sapphire-shores-dry

Duo now updated to 2.1:

Image

SS Duo download: http://springfiles.com/spring/spring-maps/sapphire-shores-duo


Last edited by The Yak on 03 Jul 2013, 23:53, edited 4 times in total.

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PostPosted: 22 Apr 2013, 04:45 
Content Developer
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Joined: 13 Jan 2005, 00:46
Location: You are going to die anyway, hurry up and do it.
nice, reminds me of shore to shore, does it have a wet/dry map option?


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PostPosted: 22 Apr 2013, 08:46 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring since 04/24/12
Really like what you've done with the place. Take good care with your splatting. Atm it is bland because no ssmf, but your splats will define whether it is meh, or omfgthat'ssweet! :-)


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PostPosted: 23 Apr 2013, 13:52 
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Joined: 20 May 2012, 04:36
Thanks, I've tried to make dry versions of my maps before, but Spring seems to crash on generating water whenever I set water level on my maps below ground level. I just tried and it also seems to happen to SapphireShores. This is only with bumpwater enabled to clarify, also see here: viewtopic.php?f=13&t=28724

I can just disable bumpwater to get it to load like beherith suggested, but that doesn't really help anyone who has bumpwater enabled by default for playing spring games as they would just see a silent crash to desktop and assume it's all the map.

In other news, map is now available in double size!

Image

http://springfiles.com/spring/spring-ma ... s-duo-beta


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PostPosted: 23 Apr 2013, 16:11 
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Joined: 30 Nov 2008, 04:31
Location: the flow
What do you use to set the water level?

(also, is that blue water simply cyan enough, or did you paint the seabed like some maps have it?)


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PostPosted: 27 Apr 2013, 02:43 
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Joined: 20 May 2012, 04:36
Water level was just done with min and max height in .smd file.

Bottom is just sand colored same as the beaches, that particular screenshot is with reflective water.


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PostPosted: 27 Apr 2013, 07:08 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring since 04/24/12
Use ssmf -_-


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PostPosted: 27 Apr 2013, 11:10 
Balanced Annihilation Maintainer
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Joined: 24 Oct 2008, 23:23
Very pretty, I like it :)


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PostPosted: 02 Jun 2013, 18:42 
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Joined: 20 May 2012, 04:36
new texture, high-res preview:
Image


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PostPosted: 02 Jun 2013, 19:11 
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48
Location: Horse
Beautiful. It will be a shame to blow it to bits.


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PostPosted: 02 Jun 2013, 23:12 
Balanced Annihilation Maintainer
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Joined: 24 Oct 2008, 23:23
No, blowing it to bits will be beautiful too.


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PostPosted: 03 Jun 2013, 22:15 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring since 04/24/12
Holy tits O_O

My balls! They hurt! <3


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PostPosted: 05 Jun 2013, 23:49 
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Joined: 20 May 2012, 04:36
V2 Released


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PostPosted: 28 Jun 2013, 23:07 
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Joined: 20 May 2012, 04:36
V2.1 Update, fixes include a /10 reduction in crystal metal value, increase in hardness, fixed typemap. Also new skybox.


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PostPosted: 29 Jun 2013, 00:23 
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08
The Yak wrote:
Spring seems to crash on generating water whenever I set water level on my maps below ground level.

I can just disable bumpwater to get it to load like beherith suggested, but that doesn't really help anyone who has bumpwater enabled by default for playing spring games as they would just see a silent crash to desktop and assume it's all the map.
You could try having the map do a Spring.SetConfigInt("ReflectiveWater",0,true) very early when dry, but I totally understand you wouldn't want to include such hacks in your map to workaround engine bugs.


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PostPosted: 29 Jun 2013, 00:43 
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Joined: 20 May 2012, 04:36
V2.1 Dry Edition actually has water set below ground level, it still crashes on startup for me with bump water but I've got other people to test it with bump water and seems to work fine for them. The problem appears to be local anyways, don't know why it only seems to happen on my maps.


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PostPosted: 29 Jun 2013, 00:57 
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08
Such crashes are very dependent on your graphic card hardware and driver.


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PostPosted: 29 Jun 2013, 03:29 
Zero-K Developer
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Joined: 14 Mar 2007, 03:44
Location: Fillydelphia
For the bumpwater bug, it might be helpful to submit crash reports (especially with a debug build) to 0003857: Bumpwater causes access violation on some maps.


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PostPosted: 03 Jul 2013, 23:55 
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KingRaptor wrote:
For the bumpwater bug, it might be helpful to submit crash reports (especially with a debug build) to 0003857: Bumpwater causes access violation on some maps.


I downgraded my catalyst drivers and got bump water working normally again, though the access violation will still happen if bumpwater goes below visible level. I'll try and get more useful infolog(s) on that.

Duo now updated to V2.1, see first post for download.

Image


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