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Re: Official Map Blueprint/Container

Posted: 13 Aug 2011, 07:27
by knorke
you can browse around to see changes ie
https://github.com/jk3064/Map-Blueprint ... 4c644a9bd2

Maybe a "basic blueprint" would be good, with just the mapinfo.lua and whatever else files are needed to read it. (without all the other gadgets)
Also does this allow to change the minimap or is that something in the .smt/.smf files that can not be changed?

Slightly unrelated, but have to ask since I noticed you use LuaGaia. What is the difference between LuaGaia and LuaRules?
LuaGaia does not get reloaded on /luarules reload?
http://answers.springlobby.info/questio ... is-luagaia

Re: Official Map Blueprint/Container

Posted: 01 Sep 2011, 04:03
by smoth
cloud color does not seem to have an effect on the cloud's color jk. Any ideas?

Re: Official Map Blueprint/Container

Posted: 01 Sep 2011, 04:10
by jK
Forboding Angel wrote:Next issue:

Code: Select all

		cloudDensity = 0.1,
		cloudColor   = {1.0, 1.0, 1.0},
Doesn't work :-<
jK wrote:and Forb, it works fine. And when you want help with problems you got you may need to give a bit more information than "Doesn't work :-<" ...
-> can't reproduce!

Re: Official Map Blueprint/Container

Posted: 01 Sep 2011, 04:19
by smoth
Cloud color is supposed to control the actual color of the sky clouds. I didn't say it "doesn't work" I am saying, they are not recieving the color assigned to them.

Say I did yellow as the cloud color. the clouds should be yellow. but they stay white.

Re: Official Map Blueprint/Container

Posted: 01 Sep 2011, 05:49
by smoth
cloudColor = {0.0, 0.0, 0.5},
Image
white clouds, they should be blue right?

Re: Official Map Blueprint/Container

Posted: 01 Sep 2011, 13:39
by smoth
[23:03:59]That's a terrible example
They are white but I had to check in photoshop, the human brain doesn't perceive colours as absolutes
I can tell. I am very keen on colors..
[23:13:39] that's night ...
mapoptions override/modify input values
Yes and I saw that you were setting night values..
so I removed the overrides you set: http://pastebin.com/vGYnaQRj

So ok, maybe it isn't obvious or maybe it is a tint.. so let me post another shot..
Image
this time with cloudColor = {1.0, 0.0, 0.0},

so to me, it looks like cloudcolor has 0 effect. it may be the wrong name. I cannot investigate in the engine code today to see what the tag is supposed to be but the tint has no effect. I am trying to get with you and test your code. If I am doing it wrong, please show me an example with fushia clouds that are not receiving their color from the other parameters.

p.s. it is not the shift either, I tried removing that as well. I think we have the wrong tag jk.

Re: Official Map Blueprint/Container

Posted: 03 Sep 2011, 01:25
by Forboding Angel
http://www.evolutionrts.info/random/Evo ... -FUBAR-.7z

^^ for you JK, special. Please stop telling me that it isn't bugged. Also, I noticed that some of the mapoptions aren't working right (most notably, inverted heightmap).

This bug report reminds me of this thread: http://springrts.com/phpbb/viewtopic.ph ... almon+pink

Re: Official Map Blueprint/Container

Posted: 06 Sep 2011, 09:15
by jK
Forboding Angel wrote:Also, I noticed that some of the mapoptions aren't working right (most notably, inverted heightmap).
For inverted heightmap you need to set smf.minheight & smf.maxheight.

Re: Official Map Blueprint/Container

Posted: 06 Sep 2011, 13:04
by smoth
This is why I needed to get the new map out with all of it as a working example. Just a bit longer i had to redo the map this weekend.

Re: Official Map Blueprint/Container

Posted: 21 Sep 2011, 00:39
by Jools
--startpic = "", --// deprecated
--StartMusic = "", --// deprecated
Is it possible to have a map-specific startpic?

Re: Official Map Blueprint/Container

Posted: 21 Sep 2011, 00:41
by knorke
appearently by putting in lots of startpictures that will overwrite the ones from the mod.
see Speedball etc

Re: Official Map Blueprint/Container

Posted: 21 Sep 2011, 00:55
by jK
Jools wrote:
--startpic = "", --// deprecated
--StartMusic = "", --// deprecated
Is it possible to have a map-specific startpic?
Yes, but in 84 those tags won't work anymore.

Re: Official Map Blueprint/Container

Posted: 21 Sep 2011, 01:17
by Jools
Ok, but I wonder if I will ever be alive then even. We're now only at 0.82.7 ;)

Re: Official Map Blueprint/Container

Posted: 09 Oct 2011, 01:27
by smoth
> new issue <

storing the start points may be bad to do in the mapinfo.lua.

lobbies cannot see the start point locations to show them on the preview.

Thoughts JK?

Re: Official Map Blueprint/Container

Posted: 09 Oct 2011, 08:44
by jK
Lobbies should stop parsing files themselves.

Re: Official Map Blueprint/Container

Posted: 04 Feb 2012, 05:57
by Forboding Angel
SplatTexScales = { 10, 10, 10, 0.0005 },

changing these values in mapinfo.lua seems to do nothing
I've been deflating and inflating the values to huge and tiny amounts to try and get a change

Image

http://www.imagebam.com/image/bf5101173071346 << no matter what values I use, I still get this