To my knowledge, there are five Spring maps thus far:
One painted desert
One painted desert (at sunset)
One two continents
One great divide
One mars (which I have not seen in a screenshot in a long time)
I would love to see SY add the other tile sets, crystal, water, urban, slate, lunar, lava, acid, jungle, and especially metal!
I'm currently working on porting the maps from TA to spring. Hope to post the first maps soon. There isn't really anyone who does maps. But i'm still figuring out all the things I need for a spring map.
Who can tell me where this image is taken?
Last edited by Redfish on 26 Apr 2005, 18:30, edited 1 time in total.
Joined: 19 Aug 2004, 16:38 Location: Togliatti, Russia
I'll post the specs, since I know them now.
heightmap : 16-bit PC non-multi RAW file. Size is 128*TA screen size plus 1,for both height and width. For example, a 1025x1025 heightmap is equivalent to a 8x8 TA map.
texturemap: 24-bit BMP. Size is 1024*TA screen size for width and height. For a 8x8 map, it's 8192x8192.
metal map: 24-bit BMP. Size is unlimited, scaled to the heightmap size, but it's advised to have it the same size as the heightmap. Red channel is used to define metal areas. Single dots of absolute green color (0,255,0) make thermal vents.
geovent image: 24-bit BMP. Size unlimited. Is used to display the geovent location on the main map (the 'crack' that the steam comes out from).
recommendations: try to use both extreme white and extreme black colors when making the heightmap, it makes defining height profiles easier. For example, if you make a plateau that is the highest point of the map, use full bright white for it, or adjust it to make it close to full bright. The conversion process does not allow to change water level and map scale after it's been compiled.
Surely to make a rudimentary metal map (as in core prime metal, not metal extractor metal), one can just tile the OTA metal texture?
Maybe adjust the brightness/colours in a later version to mimic the OTA effect where high ground was lighter.
At any rate, when I download TA Spring, im going to try reverse enginering the maps a bit perhaps, I think photoshop can open RAW files, 16 bit heightmaps are a tad tricky to understand though, multiple colour ranges and all, Im guessing there is a utility to convert 8 bit ones to 16 bit ones as you mentioned that the high ground has to be white?
Making 8 bit greyscale hightmaps is comparitively easy, just use photoshop.
just one thing;
can we have it compressed with a standard compression format? not everyone can open .rar (I don't know if I can, but I'm downloading it anyway update: download finished, I can't). zip is always good because WinXP opens it by default, and winzip is easily avaialble for those without XP.
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