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 Post subject: Re: Random WIP
PostPosted: 04 Jan 2010, 19:40 
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@Sheekel: Probably yes, assuming I don't run into any new showstoppers.

@SeanHeron: ATM, you *can* build a non-skybridge map, but I don't really *want* to, other than maybe as a tech demo. I can build a fully-normalmapped terrain mesh this way, but as I said... I don't *want* to. It will make my head hurt putting it together with the tools I have. Anything that wasn't really small would be a massive pain in the arse, basically.

What I really need is invisible heightmaps that have nothing to with SMF / SM3, so that what we see and what's actually happening aren't the same thing, and some other non-trivial engine changes. Then we can arbitrarily mix things up- here's a bridge, here's a castle floating on the sky, joined to the ground with a rope footbridge, or what-have-you. I can only do about half of that before construction issues exceed my pain threshold.


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 Post subject: Re: Random WIP
PostPosted: 04 Jan 2010, 19:42 
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Could I, perhaps, build an entire city in this format, technically floating, and then hide the fact that it is floating with impenetrable fog?


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 Post subject: Re: Random WIP
PostPosted: 04 Jan 2010, 20:00 
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You could build a city level with this, sure. It wouldn't need to float, since it could all be at "ground level". If water gets fixed up a bit, it could even have bridges that actually appeared to behave 100% correctly while still allowing for water, etc. But it would be a blocky and really inflexible city, compared to doing it with World Builder, and I couldn't really recommend it.

All that said, this is mainly about exploring tileset approaches on this engine atm. Most of the AAA engines use a combination approach, with tilesets, fake geometry and heightmaps all playing roles, to get around various problems. I want to explore that, and there isn't any convenient way except to just do it.


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 Post subject: Re: Random WIP
PostPosted: 04 Jan 2010, 21:09 
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look, i made a crappy map for jerks! righty clicky viewy imagey for big'ns

Image

peewees action playset

can i get some commentary on the building parts? they can be moved around at this point... the angles on the sides of them will be kbot accessible only. i can add more... or less... i was thinking a ramp leading from the upper to middle ridge right smack in the middle that vechs can use; what say you?

also should i use a more dramatic lighting angle?

*edit* 22x12.

*double edit* the far south level will be water

*triple edit* draw geo spots and metal spots onto my design! the winrar will share the credit for the map. please only people who are less stupid than me.


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 Post subject: Re: Random WIP
PostPosted: 04 Jan 2010, 21:32 
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Lovely map.

Light needs fixing- the shadows are far too dark.

I don't think the buildings work just yet. The idea's great, don't get me wrong, I just don't think it works yet. They need more context- flat ground, suggestions of worn areas if not actual roads, and suggestions of landscaping, including some trees.


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 Post subject: Re: Random WIP
PostPosted: 04 Jan 2010, 22:36 
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Pressure Line wrote:
Afaik the centurion doesnt have a RAC variant. The Clan invasion era variant has an LB-X autocannon instead of a standard one, and A-IV FCS for the lrm launcher.

Have been for a while now, just haven't been tooting my own horn.

http://www.camospecs.com/MiniList.asp?A ... ail&ID=342

Quote:
CN9-D5 - This variant of the Centurion is inspired by the CN9-D and uses the same engine and chassis. The 'Mech uses MASC to allow it bursts of speed reaching up to 129.6 kph. The weapons have been greatly modified. The weapons compliment has been completely removed. The 'Mechs primary weapon is a Rotary Autocannon/5. ...

http://www.sarna.net/wiki/Centurion_(BattleMech)


Last edited by rattle on 04 Jan 2010, 23:44, edited 1 time in total.

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 Post subject: Re: Random WIP
PostPosted: 04 Jan 2010, 23:11 
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hmm... lighting angle is at 45 degrees... i should make the sun more overhead i guess? i was planning on burning a normal map into this badboy, and i'd like to be able to see it when its all done, but we'll see. also the shadows are a bit borky here, there is preshading on the map but there are no actual cast shadows; i think something with how i have my scene set up in max.

certainly the worn pathways are a good idea and will be added into the map... also SME has all of the nice s44 tree models, im planning on using them in moderation around the ridgelines

thx for the suggest; seems obvious now that i look at it


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 Post subject: Re: Random WIP
PostPosted: 04 Jan 2010, 23:22 
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Mainly, the shadows are too dark.

IRL, atmospheric scattering means that even when the sun is nearly down, let alone mid-afternoon (45 degree angle), shadows aren't totally black, on a planet that has an Earthlike atmosphere. You don't want Units that aren't lit to disappear into black shadowed areas, and you don't want your Unit shadows to not match the map shadows, because that immediately looks horrible.

Oh, and I burn lightmaps, but I don't burn shadowmaps, because shadows burnt in never match the Spring results exactly, and (imo at least) it looks bad. Prelighting to highlight / deepen contrast is great, but shadowmaps rendered into the SMF just never quite works, imo.


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 Post subject: Re: Random WIP
PostPosted: 04 Jan 2010, 23:27 
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Joined: 13 Jan 2005, 00:46
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I know you are busy with evo stuffkaiser but If you ever feel up to it I would love to grab you as a mapper for grts


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 Post subject: Re: Random WIP
PostPosted: 04 Jan 2010, 23:43 

Joined: 28 May 2009, 15:24
Why is Gundam rts proprietary?


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 Post subject: Re: Random WIP
PostPosted: 05 Jan 2010, 00:14 
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What are you asking?


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 Post subject: Re: Random WIP
PostPosted: 05 Jan 2010, 01:46 
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Image

bit better? the buildings i guess still dont wholly fit, but i'll probably gimp the texture and weather them a little after the fact...

and ofc smoth; i'll try to catch you in the lobby for a chat about maps; always happy to be supportive


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 Post subject: Re: Random WIP
PostPosted: 05 Jan 2010, 01:50 
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Looks cool, with a little lovin', should be great!


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 Post subject: Re: Random WIP
PostPosted: 05 Jan 2010, 02:17 
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rattle wrote:
http://www.camospecs.com/MiniList.asp?Action=Detail&ID=342

Quote:
CN9-D5 - This variant of the Centurion is inspired by the CN9-D and uses the same engine and chassis. The 'Mech uses MASC to allow it bursts of speed reaching up to 129.6 kph. The weapons have been greatly modified. The weapons compliment has been completely removed. The 'Mechs primary weapon is a Rotary Autocannon/5. ...

http://www.sarna.net/wiki/Centurion_(BattleMech)


outside of the scope of what im going at the moment anyway. since that variant wouldnt show up till after 3060, and my current work is sitting around 3039.


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 Post subject: Re: Random WIP
PostPosted: 05 Jan 2010, 02:44 
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More bridge variety, still working on more platforms.Image


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 Post subject: Re: Random WIP
PostPosted: 05 Jan 2010, 03:32 
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Joined: 09 Jun 2005, 22:39
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Well - what can I say? I'm flabbergasted :o !


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 Post subject: Re: Random WIP
PostPosted: 05 Jan 2010, 04:24 
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Quote:
SME has all of the nice s44 tree models, im planning on using them in moderation around the ridgelines


Behe's new trees are probably nicer :-)


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 Post subject: Re: Random WIP
PostPosted: 05 Jan 2010, 05:04 
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Joined: 25 Aug 2004, 12:31
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EoW knight WIP

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 Post subject: Re: Random WIP
PostPosted: 05 Jan 2010, 05:29 
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Very nice :-)


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 Post subject: Re: Random WIP
PostPosted: 05 Jan 2010, 06:48 
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bobthedinosaur wrote:
EoW knight WIP

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lacks arms. could probably use some legs or wheels as well.


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