Official Map Blueprint/Container
Moderator: Moderators
Re: Official Map Blueprint/Container
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
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
cloud color does not seem to have an effect on the cloud's color jk. Any ideas?
Re: Official Map Blueprint/Container
Forboding Angel wrote:Next issue:Doesn't work :-<Code: Select all
cloudDensity = 0.1, cloudColor = {1.0, 1.0, 1.0},
-> can't reproduce!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 :-<" ...
Re: Official Map Blueprint/Container
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.
Say I did yellow as the cloud color. the clouds should be yellow. but they stay white.
Re: Official Map Blueprint/Container
cloudColor = {0.0, 0.0, 0.5},
white clouds, they should be blue right?
Re: Official Map Blueprint/Container
I can tell. I am very keen on colors..[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
Yes and I saw that you were setting night values..[23:13:39] that's night ...
mapoptions override/modify input 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..
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.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Official Map Blueprint/Container
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
^^ 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
For inverted heightmap you need to set smf.minheight & smf.maxheight.Forboding Angel wrote:Also, I noticed that some of the mapoptions aren't working right (most notably, inverted heightmap).
Re: Official Map Blueprint/Container
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
Is it possible to have a map-specific startpic?--startpic = "", --// deprecated
--StartMusic = "", --// deprecated
Re: Official Map Blueprint/Container
appearently by putting in lots of startpictures that will overwrite the ones from the mod.
see Speedball etc
see Speedball etc
Re: Official Map Blueprint/Container
Yes, but in 84 those tags won't work anymore.Jools wrote:Is it possible to have a map-specific startpic?--startpic = "", --// deprecated
--StartMusic = "", --// deprecated
Re: Official Map Blueprint/Container
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
> 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?
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
Lobbies should stop parsing files themselves.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Official Map Blueprint/Container
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
http://www.imagebam.com/image/bf5101173071346 << no matter what values I use, I still get this
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
http://www.imagebam.com/image/bf5101173071346 << no matter what values I use, I still get this