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by zoggop
16 Feb 2015, 12:46
Forum: Art & Modelling
Topic: So I wanted to make a rock in blender..
Replies: 12
Views: 1312

Re: So I wanted to make a rock in blender..

i know nothing of blender, but maybe this http://springfiles.com/spring/tools/spring-features has the rocks you want?
by zoggop
15 Feb 2015, 21:35
Forum: Map Creation
Topic: Specular Tex issue
Replies: 44
Views: 3220

Re: Specular Tex issue

Ya, the metal spots are shiny now. It's pretty subtle b/c of the lighting angle and the fact that the heightmap is smooth & flat where the metal spots are (only one angle to glint).
Image
by zoggop
14 Feb 2015, 04:42
Forum: Map Creation
Topic: Specular Tex issue
Replies: 44
Views: 3220

Re: Specular Tex issue

https://dl.dropboxusercontent.com/u/27597873/livinglands-suggestion/screen00254.png took this screenshot with the following lighting settings: --// dynsun sunStartAngle = 0.0, sunOrbitTime = 9000.0, sunDir = { -0.25, 0.5, -0.5 }, --// unit & ground lighting groundAmbientColor = {0.5, 0.5, 0.5}, gro...
by zoggop
14 Feb 2015, 04:20
Forum: Map Creation
Topic: Specular Tex issue
Replies: 44
Views: 3220

Re: Specular Tex issue

i just updated my intel gpu drivers and suddenly advmapshading and shadows work in windows spring 98. you might try that, too? http://www.intel.com/p/en_US/support/detect the problem is your specmap.png has no alpha channel. as far as i can tell, a png's opacity channel is not the same as an alpha c...
by zoggop
13 Feb 2015, 19:00
Forum: Map Creation
Topic: Specular Tex issue
Replies: 44
Views: 3220

Re: Specular Tex issue

are you running windows? i have an intel i5 a few yeas old, and spring advanced map shading & shadows have been broken for me most versions in windows. there was one version that worked, it might've been 95. bizarrely, the same hardware works perfectly with spring in linux, so if you dual boot try t...
by zoggop
13 Feb 2015, 07:29
Forum: Map Creation
Topic: Specular Tex issue
Replies: 44
Views: 3220

Re: Specular Tex issue

i don't see any problem with the mapinfo.lua, maybe someone else does? i usually use RGBa .tga files, but a png should work. red comet v1.2 uses a 32 bit png as a specular. i believe you need all four channels for specular. i assume by 8bit depth, 8bit per channel was meant. maybe upload the image s...
by zoggop
12 Feb 2015, 17:12
Forum: Engine
Topic: new default camera: Spring camera
Replies: 12
Views: 1781

Re: new default camera: Spring camera

If we're collecting player opinion then: The rotation is okay for me because the way it snaps back to increments of 90 degrees is slick. However, the alt+scroll rotation hasn't worked for me. The new zoom is just really difficult. I think I get what it's supposed to do, but it's hard to control.
by zoggop
11 Feb 2015, 02:46
Forum: Lua Scripts
Topic: map retexturing
Replies: 6
Views: 558

Re: map retexturing

It's possible, but pretty hard as you'd have to modify opengl textures which are tiled, and pretty inefficient (not usable for gaming) as they wouldn't be compressed like they normally are.. Ahh... thanks. I finally understand the purpose of the map format :oops: I wonder if PepeAmpere left any not...
by zoggop
11 Feb 2015, 00:46
Forum: Lua Scripts
Topic: map retexturing
Replies: 6
Views: 558

map retexturing

Is it possible to draw on the ground and have it receive shading and shadows (not DrawGroundQuad)?
by zoggop
08 Feb 2015, 19:11
Forum: Lua Scripts
Topic: re-releasing widgets under the same name
Replies: 6
Views: 441

Re: re-releasing widgets under the same name

i did this to Export Heightmap, but because the old version didn't even work with this engine version, and it does something that almost nobody needs, that seemed fine
by zoggop
07 Feb 2015, 02:28
Forum: Art & Modelling
Topic: Random WIP 2015+
Replies: 129
Views: 19009

Re: Random WIP 2015+

lol, it would play pretty badly, as it has no metal and is randomly generated :-) i'll put something on springfiles once i make something playable with it. could go two routes with it: either make a procedural crater map, with a texture that looks inoffensive (but not good) whatever topography it's ...
by zoggop
06 Feb 2015, 20:54
Forum: Map Releases
Topic: Red Comet Upgrade
Replies: 34
Views: 3639

Re: Red Comet Upgrade

the dark crater rims on bright terrain make it really hard for me to read the topography

hooray for krita, the only freeware way to paint 16-bit heightmaps as far as i know, except unstable gimp 2.9 builds
by zoggop
06 Feb 2015, 18:33
Forum: Art & Modelling
Topic: Random WIP 2015+
Replies: 129
Views: 19009

Re: Random WIP 2015+

be warned it's about as WIPy as it gets https://github.com/zoggop/Loony to make a meteor hold down comma and move the mouse until you have the radius of the projectile you want and release. to make a meteor shower /luaui loony shower <number> <mindiameter> <maxdiameter> edit: ok i put it on github, ...
by zoggop
06 Feb 2015, 11:39
Forum: Art & Modelling
Topic: Random WIP 2015+
Replies: 129
Views: 19009

Re: Random WIP 2015+

generated with lua
Image
they're not stamps, really! :?
by zoggop
06 Feb 2015, 04:10
Forum: Map Releases
Topic: Red Comet Upgrade
Replies: 34
Views: 3639

Re: Red Comet Upgrade

Cool, I see you're experimenting with different crater shapes. This thread has given me an itch to make a crater map, too (this one not very similar to red comet). Do keep updating, it's interesting to see how our approaches diverge.
by zoggop
06 Feb 2015, 01:27
Forum: General Discussion
Topic: giant elmo robots
Replies: 9
Views: 1383

Re: giant elmo robots

8611, plz write pomo robot novel
by zoggop
05 Feb 2015, 22:50
Forum: Map Releases
Topic: Voltic Plateau
Replies: 19
Views: 2493

Re: Voltic Plateau

Looks fun for my 2 player comp stomp games. PS 15 hrs is damned impressive. I mean, if the purpose of map making isn't to sink time
by zoggop
05 Feb 2015, 04:20
Forum: General Discussion
Topic: giant elmo robots
Replies: 9
Views: 1383

giant elmo robots

gravity is in elmos per seconds squared. common gravity for maps is 130. i assume that 130 elmos per second squared is roughly earth gravity, 9.8 meters per second squared. therefore there are 13.26 elmos per meter, and an elmo is 7.54 centimeters. a BA commander is 42 elmos tall, or 3.17 meters. :s...
by zoggop
31 Jan 2015, 23:50
Forum: Lua Scripts
Topic: Spring.GetGroundExtreme & in-game heightmap changes
Replies: 2
Views: 290

Re: Spring.GetGroundExtreme & in-game heightmap changes

ah, excellent. i was just reporting something that's already been addressed then
by zoggop
31 Jan 2015, 23:38
Forum: Lua Scripts
Topic: Spring.GetGroundExtreme & in-game heightmap changes
Replies: 2
Views: 290

Spring.GetGroundExtreme & in-game heightmap changes

I posted this as a mantis bug, but jK is certain Spring.GetGroundExtremes() is fine under all circumstances. To me it appears that Spring.GetGroundExtremes() returns the extremes of the heightmap when it's first loaded only. If the heightmap is changed with lua functions such as Spring.AdjustHeightM...

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