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by SavageBT
31 May 2005, 11:16
Forum: Map Creation
Topic: I had to!! @.@;; Don't hate me.
Replies: 17
Views: 2067

Any chance of a predicted water height, based on zwzsg's formula?
level of grey of sea shore= - 255 * (value after -n in the mapconv commandline) / ((value after -x in the mapconv commandline) - (value after -n in the mapconv commandline))
by SavageBT
26 May 2005, 10:40
Forum: Map Creation
Topic: Terragen rendering colormap
Replies: 32
Views: 3426

by SavageBT
25 May 2005, 16:54
Forum: Map Creation
Topic: Terragen rendering colormap
Replies: 32
Views: 3426

OK doom lets check a few things. 1. Post a copy of the .bat you last described. 2. Mapconv came packed with several files: geoevent.bmp nvdxt.exe texconv.exe and of course mapconv.exe Did you unzip all of these files and are they all in the same directory? 3. Are all or your map textures in the same...
by SavageBT
25 May 2005, 05:22
Forum: Map Creation
Topic: Terragen rendering colormap
Replies: 32
Views: 3426

And instead of the vertical flip, just issue a -i order. Forgot about that, thanks. Doom, try putting the full pathnames in, i.e. c:\games\taspring\maptools\mapconv.exe ...etc... c:\games\taspring\maptools\texture.bmp ...etc... Dunno what mapconv will do with the full paths, so if it has a spit try...
by SavageBT
24 May 2005, 15:49
Forum: Map Creation
Topic: Flooded Desert Styley maps
Replies: 15
Views: 1771

:oops:

been paying too much attention to user-maps...

Ah yes, that one. Does this significantly change gameplay/strategies, and is it bad?
by SavageBT
24 May 2005, 14:42
Forum: Map Releases
Topic: NEW MAP - Volcano Island
Replies: 11
Views: 1775

Didn't hurt a bit.

Well gameplay is all important of course, and I know what you mean about the 40mb+ maps. If you haven't read all the thread on it I'm told tiles of 32 or multiple square are good.

Keep em coming.
by SavageBT
24 May 2005, 14:34
Forum: Map Creation
Topic: Terragen rendering colormap
Replies: 32
Views: 3426

mapconv -l -c 0.5 -x 300 -n -50 -o mapname.sm2 -m metalmap.bmp -a heightmal.bmp -t texture.bmp Only this line, no @. Then copy .smd and .sm2 files into your maps folder. Doomweaver: Is 8-bit all I need? Seems a bit limited... 256 distinct levels not enough for you? With the lowpass filter '-l' you d...
by SavageBT
24 May 2005, 14:21
Forum: Map Creation
Topic: Flooded Desert Styley maps
Replies: 15
Views: 1771

Sorry I'm not familiar with the map 'Flooded Desert'.
by SavageBT
24 May 2005, 12:02
Forum: Map Releases
Topic: NEW MAP - Volcano Island
Replies: 11
Views: 1775

OK I offer what I can. Haven't been able to play test but the bases seem even with a nice place to build (too small for a long game?). Trees look good without blocking too much, and the crater looks good too. As for something constructive... I noticed these ripples in the ground.. couldn't make out ...
by SavageBT
24 May 2005, 11:27
Forum: Map Creation
Topic: Flooded Desert Styley maps
Replies: 15
Views: 1771

but it should still be visible as some kind of disturbance/texturing of the surface?
by SavageBT
24 May 2005, 11:24
Forum: Map Creation
Topic: Terragen rendering colormap
Replies: 32
Views: 3426

Image

Then use photoshop/etc to open the .raw and save it as a .bmp... 8 bit greyscale has been working fine for me so far.
by SavageBT
24 May 2005, 07:10
Forum: Map Creation
Topic: Map file sizes
Replies: 28
Views: 3361

Yeah I had the same with a 700mb+ texture... It wouldn't compile with 15gb of pagefile and someone reminded me windows can (or will) only address so much memory to a single program... I think it was somewhere between 1.5 and 3gb... can we get some clarification from a guru here?
by SavageBT
24 May 2005, 06:58
Forum: Map Creation
Topic: Flooded Desert Styley maps
Replies: 15
Views: 1771

Which way was that?
by SavageBT
24 May 2005, 06:57
Forum: Map Releases
Topic: HUGE MAP... "bigIcey"
Replies: 44
Views: 4858

Warlord Zsinj: SavageBT, those are minor issues, and the next Spring update won't be a long way off. Will you really go back and redo your maps once that update comes out? Why not make maps the way you want them today? Don't hold back your imagination because of bug limitations. These are limitatio...
by SavageBT
24 May 2005, 06:34
Forum: Map Creation
Topic: Terragen rendering colormap
Replies: 32
Views: 3426

Yeah unregistered Terragen was a problem for me too... 960x960, urgh. You could try overlaying a high res detail texture over that, I believe spring has a couple that tile in the bitmaps folder... No photoshop/etc is going to be a problem however you do your map. I'm a little confused on your first ...
by SavageBT
23 May 2005, 12:56
Forum: Map Releases
Topic: HUGE MAP... "bigIcey"
Replies: 44
Views: 4858

I think you'll find that most people's 1st/2nd map uses massive height differences but they quickly realise this is impractical in the current version of spring for several reasons. I know they have been posted in various places but i'll recap for you. Spring seems to igore terrain angles when pathi...
by SavageBT
23 May 2005, 12:33
Forum: Map Releases
Topic: Mirage
Replies: 11
Views: 1689

Nice, though the mountain sides do look a little like layered and symmetrical jelly or drinks.
by SavageBT
23 May 2005, 12:26
Forum: Map Creation
Topic: Terragen rendering colormap
Replies: 32
Views: 3426

Erm, to get a perfect terragen rendering go t camera properties and tick the 'orthographic' box, set camera position to the centre and some height, and target to centre and below the camera, doesnt matter how high. i.e. for a 256x256 set camera position to x=128, y=128, z=1; and set target position ...
by SavageBT
23 May 2005, 07:06
Forum: Map Releases
Topic: New Map: Painted River
Replies: 14
Views: 2920

The texture map texture looks odd, like if it lacked resolution or something.
Yes. It was a low res blurred tex to get the colouring, then an overlayed detail map... Which may not be overlayed strongly enough. You can see it in normal gameplay just not while zoomed out. Lesson learned :/
by SavageBT
23 May 2005, 04:53
Forum: Map Creation
Topic: Map file sizes
Replies: 28
Views: 3361

ok thanks, but thats gonna look hideous... Ah well, Always a trade-off between appearance and usefulness

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