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[V2] Hotlips Redux: Less chocolate cake, more SSMF

Posted: 20 Sep 2012, 05:22
by The Yak
Original:
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Redux:
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[Right click and view for bigger]

Download from SpringFiles
Or Dropbox mirror


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

Re: [PREVIEW] Hotlips Redux: Less chocolate cake, more SSMF

Posted: 20 Sep 2012, 09:26
by Beherith
Absolutely stunning work!
What did you use to make the texture?

Re: [PREVIEW] Hotlips Redux: Less chocolate cake, more SSMF

Posted: 20 Sep 2012, 12:57
by Forboding Angel
This is fucking excellent!

You sir, win 1 free spring.

Re: [PREVIEW] Hotlips Redux: Less chocolate cake, more SSMF

Posted: 20 Sep 2012, 13:42
by Beherith
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.

Re: [PREVIEW] Hotlips Redux: Less chocolate cake, more SSMF

Posted: 20 Sep 2012, 20:52
by PicassoCT
reminds me of james realm in sacrifice

Re: [PREVIEW] Hotlips Redux: Less chocolate cake, more SSMF

Posted: 20 Sep 2012, 20:53
by AF
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

Re: [PREVIEW] Hotlips Redux: Less chocolate cake, more SSMF

Posted: 21 Sep 2012, 00:33
by The Yak
Beherith wrote: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

Re: [PREVIEW] Hotlips Redux: Less chocolate cake, more SSMF

Posted: 21 Sep 2012, 00:38
by smoth
the default bump water settings are bad. Looks like white froth, always use your own settings.

Re: [PREVIEW] Hotlips Redux: Less chocolate cake, more SSMF

Posted: 21 Sep 2012, 05:50
by BaNa
Looks very nice, gj.

Re: [PREVIEW] Hotlips Redux: Less chocolate cake, more SSMF

Posted: 21 Sep 2012, 06:48
by PepeAmpere
I like those penis hills.

Re: [PREVIEW] Hotlips Redux: Less chocolate cake, more SSMF

Posted: 21 Sep 2012, 08:57
by Sprang
PepeAmpere wrote:I like those penis hills.
Every respectable map has at least one of those.

Re: [PREVIEW] Hotlips Redux: Less chocolate cake, more SSMF

Posted: 21 Sep 2012, 10:08
by PicassoCT
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.

-(8{

Re: [PREVIEW] Hotlips Redux: Less chocolate cake, more SSMF

Posted: 25 Sep 2012, 00:15
by The Yak
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.

Re: [PREVIEW] Hotlips Redux: Less chocolate cake, more SSMF

Posted: 26 Sep 2012, 20:19
by The Yak
Updated post with new screenshots and download link. [/shamelessdoublepost]

Re: [NOW RELEASED] Hotlips Redux: Less chocolate cake, more

Posted: 26 Sep 2012, 22:55
by zoggop
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

Re: [NOW RELEASED] Hotlips Redux: Less chocolate cake, more

Posted: 27 Sep 2012, 06:26
by Baracus
You sir are awsome :D

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.

Peace out, Bara

Re: [NOW RELEASED] Hotlips Redux: Less chocolate cake, more

Posted: 28 Oct 2012, 12:16
by PepeAmpere
PepeAmpere wrote:I like those penis hills.
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...

i suggest to split playing game and watching porn

Re: [NOW RELEASED] Hotlips Redux: Less chocolate cake, more

Posted: 30 Jan 2013, 14:11
by The Yak
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.

SpringFiles Link:http://springfiles.com/spring/spring-maps/hotlips-redux

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?

Re: [V2] Hotlips Redux: Less chocolate cake, more SSMF

Posted: 30 Jan 2013, 14:43
by Beherith
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?