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 Post subject: Re: new map
PostPosted: 29 Jan 2008, 17:07 
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Could someone explain exactly and fully what watertexture="image" does? I need a full explanation because I thought I understood it but I don't.


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 Post subject: Re: new map
PostPosted: 29 Jan 2008, 19:25 
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The map is done,at least for now.

http://www.unknown-files.net/spring/4020/Tartarus_v3/

The color is not as in the screenshot background color and water color was changed.


Last edited by Gota on 29 Jan 2008, 20:20, edited 1 time in total.

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 Post subject: Re: new map
PostPosted: 29 Jan 2008, 19:45 
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Joined: 11 Jan 2008, 16:55
Ok a question.
Can i somhow control the rate at which moho mexes produce metal?seperatly from t1 mexes.


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 Post subject: Re: new map
PostPosted: 29 Jan 2008, 20:04 
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Joined: 28 Apr 2005, 18:29
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maybe with lua, but otherwise i wouldn't know


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 Post subject: Re: new map
PostPosted: 29 Jan 2008, 22:22 
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Joined: 12 Aug 2005, 08:29
Location: CANAYDEEEAH!
Not without lua.


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 Post subject: Re: new map
PostPosted: 30 Jan 2008, 05:50 
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Can i change the water texture with lua? cause atm its hardcoded to resize an tile a water texture
can i change that using lua?


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 Post subject: Re: new map
PostPosted: 30 Jan 2008, 06:00 
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Joined: 28 Nov 2006, 13:22
Just include an armmoho/cormoho unit with different values. Dont do this, it will put your map in the realm of speedball/duck as a mod-map. Just balance it properly gota, then whine at the devs if its still a problem, this is a mod issue. :P

It plays quite well, though i think it favours kbots a little too much in CA. Id also like to be able to build an llt on top of all of the little lumps (atm you can only build on some).

Either way, the texture makes me sad. :( Firstly its all washed out and yuck, i know you tried to increase the 'brightness' basic but you didnt up the contrast at all so its just all flat and grey. Its also got this really weird repeating tiling crap instead of my beautiful sexy cracks (does anyone know what this is? Its probably the compiling software he is using), and the water is this ugly orange-red splodge (I told you to just use the ground texture :(). Oh and the detailtex looks crap but thats possibly just the lack of contrast on the map.


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 Post subject: Re: new map
PostPosted: 30 Jan 2008, 06:04 
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Well.
1)if i increase the contrast it becomes darker again so no point in that and why post that here after i already wrote that to you in a private massage?
2)I made most of those buldges unbuildable on on purpose cause htye are mostly for visual appleasment and for small cover .
3)I already solved the mexes issue.

Edit:
If someone can explain to me how to make the water invisible that would be great.
Forb worte something about voidwater? i tryed adding voidwater=1; in the water sction in the smd did nothing.


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 Post subject: Re: new map
PostPosted: 30 Jan 2008, 06:17 
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Joined: 21 Feb 2005, 03:38
Location: Herding cats uphill whilst wearing roller skates.
Put voidwater=1; into the [MAP] section, where MapHardness, etc. go, like this;

Code:
   Description=YourMapName;
   TidalStrength=25;
   Gravity=150;
   MaxMetal=0.09;                  
   ExtractorRadius=150;            
   AutoShowMetal=1;
   VoidWater=1;
   MapHardness=999999999999999999;


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 Post subject: Re: new map
PostPosted: 30 Jan 2008, 07:47 
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Thx.


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 Post subject: Re: new map
PostPosted: 30 Jan 2008, 08:01 
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hmm.Voidwater fails..it seems that it jsut crops anything under the waterline.


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 Post subject: Re: new map
PostPosted: 30 Jan 2008, 08:08 
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Joined: 28 Nov 2006, 13:22
I posted that before i told you, gota.

Voidwater is not what you're after i could have told you that. >_>
That puts the skybox in the water.


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 Post subject: Re: new map
PostPosted: 30 Jan 2008, 08:15 
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Go here get these, you probably already have them.

Use SMFED.exe to set the level of the water to below your map's lowest height.

Voidwater just quits drawing the water, and anything beneath that plane, period. Which is why you see the background if you don't use SMFED to fix your map.

Go get NanoArena, the last version, or I will post a link, or post a relit version of EuroGreen which uses voidwater. Voidwater does not cause errors, if you do things correctly. I'm surprised you didn't know how it worked, Saktoth- if set high enough, it clips terrain, like on the "asteroid" maps. If set low enough, it seems to do nothing, but there isn't any water, period ;)


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 Post subject: Re: new map
PostPosted: 30 Jan 2008, 08:24 
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Joined: 28 Nov 2006, 13:22
I dont quite understand, the whole idea is he wants the water plane above the lowest point on the map, so he can have lava there... so um... what SMFED can make the map draw what is below the water plane despite otherwise nixing the water effect?

Either way its a silly idea to do it with water for a number of reasons, is there a way to make a damage zone with typemaps? Or a no-build zone at least? I know you can make impassable zones...


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 Post subject: Re: new map
PostPosted: 30 Jan 2008, 08:34 
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Oh, we wants to do acid. Sorry, I misunderstood here. Yes, doing it with water is stupid, especially now that you could have LUA-generated objects that would be cooler graphically. But meh, it's his map.

First things first: in the water section, he needs to set WaterDamage=SomeNumber;

Next, he needs to include a Bitmaps folder (in the root of the map, above the maps folder), and swap out the default image used for the water's surface. Ocean.tga, I think. Just use a solid alpha, and voila, it'll work if people turn water to 0, like most do anyhow. For the reflective/clear, set the WaterAbsorb, etc. to something close to white, I think...


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 Post subject: Re: new map
PostPosted: 30 Jan 2008, 08:54 
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Ok, try this, or something like it:

[WATER]
{
WaterSurfaceColor=1.0 0.5 0;
WaterPlaneColor=1.0 0.5 0;
WaterBaseColor=1.0 0.5 0;
WaterAbsorb=1 0.5 0;
WaterMinColor=1 0 0;
WaterDamage=3000;
}

And make a "bitmaps" folder, in the same folder as "maps". Put the .TGA file into it.

This isn't the best way to go about this- the best way would be to put a huge .S3O plane or planes with a glowmap in, for a very convincing lava. But, meh.


Attachments:
Bitmaps.zip [87.33 KiB]
Downloaded 3 times
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 Post subject: Re: new map
PostPosted: 30 Jan 2008, 09:27 
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Joined: 11 Jan 2008, 16:55
I know about all that...I did it already the problem is it resizes the new texture making it look like crap where there are big areas of water.
I was told that resizing and tiling is hardcoded into the engine atm.
Any ways i have decided to just make it land and use the texture map tp make it look like lava and since those areascant be approached to casue of the hightmap it wont matter.
By the way here is the final "look".
Image


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 Post subject: Re: new map
PostPosted: 30 Jan 2008, 09:43 
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From the Spring Changelog:
Quote:
- Changed default repeat settings so the new texture fits better (wrt. scale)
- Added "MAP\WATER\WaterRepeatX" and "MAP\WATER\WaterRepeatY" SMD tags, defining
the amount of times the water texture should be repeated in X and Y direction.


Try that.


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 Post subject: Re: new map
PostPosted: 30 Jan 2008, 09:50 
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Hehe...i forsee tens of compiles just to get it right..im not sure im gonna do that..maybe at a later time.


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 Post subject: Re: new map
PostPosted: 30 Jan 2008, 09:54 
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Why would you recompile? Compile once, then use SMFED and edit the textfile. MAP\WATER just means

Code:
[MAP]
{
stuff
   [WATER]
   {
                other stuff about water
      WaterRepeatX=4;
                WaterRepeatY=4;
   }
}


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