View topic - Evolution RTS - RiverGlade



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PostPosted: 14 Jul 2011, 00:11 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
http://springfiles.com/spring/spring-ma ... riverglade

Image Image Image Image Image Image

Needs evo 1.6 or greater. Enjoy :-)


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PostPosted: 14 Jul 2011, 01:49 
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Joined: 15 Dec 2008, 15:53
Location: at front, llt pushing
oh gawd. u finally remade it. no more annoying mushrooms ? :D


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PostPosted: 14 Jul 2011, 01:52 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
THEY BE IN MAH MAP EATIN MAH SHROOMS! AW LAWD!!!!! :lol: :lol: :lol:

K Just for that I'mma make another version with a hidden shroom patch ;p


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PostPosted: 14 Jul 2011, 12:36 

Joined: 09 Sep 2007, 20:05
Looking good forb. Based on the images, one tiny comment i have is this: you seem to have made the ssmf details pretty strong, i prefer mine to be a bit lower-keyed. You can change how strong the tex is by editing the text file, no need to shoop.


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PostPosted: 14 Jul 2011, 17:07 
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Joined: 23 Jan 2008, 18:29
Love it! But have to agree with Bana. You went a bit too strong with the cliffside details. Lighten it up a bit, the texture itself is bumped.


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PostPosted: 14 Jul 2011, 22:10 
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Joined: 15 Dec 2008, 15:53
Location: at front, llt pushing
when we are @ complains - the main problem with that map was always that ppl dont realise units can easly cross water. dunno why, but its extremely common. maybe make the bottom of river bit brighter ?

its cool without it tho.


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PostPosted: 15 Jul 2011, 10:40 
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Joined: 14 Sep 2004, 10:32
Location: Cookieland
Can we see shots of gameplay?


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PostPosted: 15 Jul 2011, 12:40 
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Joined: 19 May 2007, 08:28
Location: YOU WILL REGRET THIS
This is a funny coincidence - GoogleFrog and I were playing Evo on EE-RiverGlade the other day :lol:. Nice to see a 'shroom-free remake.


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PostPosted: 16 Jul 2011, 02:06 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
SirArtturi wrote:
Love it! But have to agree with Bana. You went a bit too strong with the cliffside details. Lighten it up a bit, the texture itself is bumped.


I had bump set pretty strong in carrara. What I really should do is just find a better ssmf texture for the rocks. I looked for hours, but couldn't find any that worked well with it. I should have left the rocks more flatshaded in carrara and let ssmf do the hardcore detail. Bit late now as I didn't save my render settings, and tbh, imo the rock sides are quite acceptable. I do not disagree that they could be better tho.


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PostPosted: 16 Jul 2011, 10:23 

Joined: 09 Sep 2007, 20:05
Have you thought of ripping out the ssmf texes from smoths or behes stuff? They found some pretty good rock textures.

Its definitely not a big issue though.


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PostPosted: 16 Jul 2011, 10:26 
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
The one I'm using for the rocks is the one that smoth uses. I used several others previously on this map (for the rocks), and on these rocks, his was the only one that I even remotely liked.

It isn't the detailtex used that is the issue, it's the fact that the bumpmap on the texture itself was too much, so you end up getting a sort of noise.

It looks great from any reasonable viewing distance, so I consider it to not be worth a re-upload. If I need to update it in the future I'll use a different detail tex for the rocks which will help a little bit.


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