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[Duo updated to 2.1]Sapphire Shores
Posted: 22 Apr 2013, 04:44
by The Yak
Beach Invasion Beta:
Sapphire Shores v2.1:
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-ma ... ire-shores
Also dry version!
SS Dry download: http://springfiles.com/spring/spring-ma ... shores-dry
Duo now updated to 2.1:
SS Duo download: http://springfiles.com/spring/spring-ma ... shores-duo
Re: Sapphire Shores Beta 0.1
Posted: 22 Apr 2013, 05:45
by smoth
nice, reminds me of shore to shore, does it have a wet/dry map option?
Re: Sapphire Shores Beta 0.1
Posted: 22 Apr 2013, 09:46
by Forboding Angel
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!
Re: Sapphire Shores Beta 0.1
Posted: 23 Apr 2013, 14:52
by The Yak
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:
http://springrts.com/phpbb/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!
http://springfiles.com/spring/spring-ma ... s-duo-beta
Re: Sapphire Shores Beta 0.1
Posted: 23 Apr 2013, 17:11
by Anarchid
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?)
Re: Sapphire Shores Beta 0.1
Posted: 27 Apr 2013, 03:43
by The Yak
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.
Re: Sapphire Shores Beta 0.1
Posted: 27 Apr 2013, 08:08
by Forboding Angel
Use ssmf -_-
Re: Sapphire Shores Beta 0.1
Posted: 27 Apr 2013, 12:10
by Silentwings
Very pretty, I like it :)
Re: Sapphire Shores Beta 0.1
Posted: 02 Jun 2013, 19:42
by The Yak
new texture, high-res preview:
Re: Sapphire Shores Beta 0.1
Posted: 02 Jun 2013, 20:11
by CarRepairer
Beautiful. It will be a shame to blow it to bits.
Re: Sapphire Shores Beta 0.1
Posted: 03 Jun 2013, 00:12
by Silentwings
No, blowing it to bits will be beautiful too.
Re: Sapphire Shores Beta 0.1
Posted: 03 Jun 2013, 23:15
by Forboding Angel
Holy tits O_O
My balls! They hurt! <3
Re: [V2 Now Released]Sapphire Shores
Posted: 06 Jun 2013, 00:49
by The Yak
V2 Released
Re: [V2.1 Update]Sapphire Shores
Posted: 29 Jun 2013, 00:07
by The Yak
V2.1 Update, fixes include a /10 reduction in crystal metal value, increase in hardness, fixed typemap. Also new skybox.
Re: Sapphire Shores Beta 0.1
Posted: 29 Jun 2013, 01:23
by zwzsg
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.
Re: [V2.1 Update]Sapphire Shores
Posted: 29 Jun 2013, 01:43
by The Yak
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.
Re: [V2.1 Update]Sapphire Shores
Posted: 29 Jun 2013, 01:57
by zwzsg
Such crashes are very dependent on your graphic card hardware and driver.
Re: [V2.1 Update]Sapphire Shores
Posted: 29 Jun 2013, 04:29
by KingRaptor
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.
Re: [V2.1 Update]Sapphire Shores
Posted: 04 Jul 2013, 00:55
by The Yak
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.