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by aeonios
05 Apr 2015, 21:29
Forum: SpringBoard
Topic: Feature requests
Replies: 85
Views: 35505

Re: Feature requests

I played a bit with SME myself, and while I haven't gone as far as prefabs, I find the whole thing (UI, camera, GFX) really behind. I don't think there will be a reason to chose SME over Scened after next release. SME has by far the worst interface of any program that I can ever remember using. :P ...
by aeonios
05 Apr 2015, 21:01
Forum: Map Creation
Topic: Metal spot graphics
Replies: 23
Views: 4224

Metal spot graphics

Happy easter everyone. :P I've been working on a new desert canyon map, in the spirit of continuing to push the limits of what I can do. You can see a preview here: https://www.dropbox.com/s/6pa9xsxap3uhoxm/Gunslinger_Canyons_dev02.sd7?dl=0 It's missing only metal spot graphics and features for comp...
by aeonios
04 Apr 2015, 01:32
Forum: Map Releases
Topic: Sands of Time
Replies: 2
Views: 985

Re: Sands of Time

lol, I got quite a few requests and complaints about it. :P I've decided to keep my maps within the 10x10 to 16x16 range from now on since that's what gets played the most anyway.
by aeonios
03 Apr 2015, 23:27
Forum: Map Releases
Topic: Sands of Time
Replies: 2
Views: 985

Sands of Time

Ok, now the mini version of sea of dunes has been officially released. I decided to call it 'Sands of Time' in a similar tradition to inculta/alien desert, since 'pond of dunes' sounded stupid. :P http://springfiles.com/spring/spring-maps/sands-time http://springfiles.com/sites/default/files/images/...
by aeonios
03 Apr 2015, 22:24
Forum: Map Creation
Topic: Minimap creation
Replies: 45
Views: 7955

Re: Minimap creation

Thanks! I'm sure you'll figure it out in time. :P
by aeonios
03 Apr 2015, 21:20
Forum: Map Creation
Topic: Minimap creation
Replies: 45
Views: 7955

Re: Minimap creation

Oi, well for the moment: https://www.dropbox.com/s/x2gaedku2dsn0 ... 1.sd7?dl=0

Seems like it'd be a pain to get it working atm, although I look forward to an improved version.
by aeonios
03 Apr 2015, 19:50
Forum: Map Creation
Topic: Minimap creation
Replies: 45
Views: 7955

Re: Minimap creation

Hm, BA produced slightly better results, but the camera was zoomed all the way in. It also ended up taking 10 screenshots, only one of them sort-of decent. How do you control the fov and such? I haven't been able to find any settings for it. :|
by aeonios
03 Apr 2015, 17:57
Forum: Map Creation
Topic: Minimap creation
Replies: 45
Views: 7955

Re: Minimap creation

hmm, I'm having trouble getting this to work right. It doesn't seem to turn the rest of the ui off by default, and I don't know how to do that so that it doesn't get in the way. It also doesn't seem to be lining the camera up properly with an overhead view, and instead takes shots from an isometric ...
by aeonios
03 Apr 2015, 15:53
Forum: SpringBoard
Topic: Feature requests
Replies: 85
Views: 35505

Re: Feature requests

Oh, I also did get to mess with prefabs a bit in SME. It looks like the texture and terrain shape are both matched and scaled together so pretty much all you do is select the prefab and stamp it wherever. I haven't figured out how to control vertical scaling, so I don't know exactly how sand castles...
by aeonios
02 Apr 2015, 19:48
Forum: SpringBoard
Topic: Feature requests
Replies: 85
Views: 35505

Re: Feature requests

Hrm, alright well after fighting with WM and SME for two days now I can say that erosion/terrain generation are probably not going to be practical in scened any time soon. I should have a real map demonstrating that stuff soonish though. Both autorealm and WM use vector shapes for generating fractal...
by aeonios
01 Apr 2015, 13:45
Forum: SpringBoard
Topic: Feature requests
Replies: 85
Views: 35505

Re: Feature requests

Even so, it helps, and means we can use low res height brushes. Scaling large brushes down also uses interpolation, so it should make the current brushes look better as well. 512x is about average for height brushes anyway. Not at the moment. I've only been thinking about adding map effects that wo...
by aeonios
31 Mar 2015, 22:31
Forum: Map Releases
Topic: Pond of Dunes
Replies: 17
Views: 2972

Re: Pond of Dunes

Strands are definitely possible if the wind rotation is disabled. It would somehow have to be disabled game-side, since it's actually part of the sync state (albeit mostly inconsequential). I think the 'strands' in real sand are much fainter and wispier than that. :| I think adjusting the fog so th...
by aeonios
31 Mar 2015, 22:27
Forum: SpringBoard
Topic: Feature requests
Replies: 85
Views: 35505

Re: Feature requests

This is the difference between interpolation off and on. For the demonstration, I downscaled the heightmap brush size to 32x32 from 256x256 so it becomes a lot more apparent. screen00007.png (I realize now that I should've probably used a different camera, but I think it's still clear). I think tho...
by aeonios
31 Mar 2015, 14:59
Forum: SpringBoard
Topic: Feature requests
Replies: 85
Views: 35505

Re: Feature requests

I also did a bit of digging into WICed. WICed's terrain features are actually pretty good. Aside from other typical modes they also have ramp and road tools which would be really useful. BTW, I had also intended brush shapes to be usable in any mode (with some exceptions). I can add a hard circle an...
by aeonios
31 Mar 2015, 14:33
Forum: Map Releases
Topic: Pond of Dunes
Replies: 17
Views: 2972

Re: Pond of Dunes

It would be trivial to offset the fog sample space by heightmesh altitude, making it follow the surface. The volume would stay rectangular, but the weights could be shifted towards the surface so there's nothing on the upper boundary. Making it do "strands" while reacting to wind might be...
by aeonios
31 Mar 2015, 13:56
Forum: SpringBoard
Topic: Feature requests
Replies: 85
Views: 35505

Re: Feature requests

It's slow in the first few frames as it loads the height brush. This is not something that's easy to work around. It would probably be faster if I cached all those values so and bundled it with scened, but it's not a route I plan to take right now. Also, the initial calculation will get a bit more ...
by aeonios
31 Mar 2015, 06:52
Forum: Map Releases
Topic: Pond of Dunes
Replies: 17
Views: 2972

Re: Pond of Dunes

The fog machine widget might be customized to look like a sandstorm. :P It's at least vaguely possible anyway.
by aeonios
30 Mar 2015, 20:44
Forum: SpringBoard
Topic: Feature requests
Replies: 85
Views: 35505

Re: Feature requests

Other issues I noticed. Sometimes terrain shape operations fail to make it to the undo/redo stack, which is problematic. General raise/lower scaling doesn't make much sense either. The highest setting isn't enough in some situations, and if you could get it scaled just right with a single click then...
by aeonios
30 Mar 2015, 20:36
Forum: Map Releases
Topic: Pond of Dunes
Replies: 17
Views: 2972

Re: Pond of Dunes

Anarchid wrote:Shifting sand dunes will likely kill everyone's CPU with constant full map repathing --

But i'd still be amazed.
I hadn't thought of that, but you're right. We'd be talking like 1 frame per minute with the map constantly shifting, not to mention it wouldn't be very realistic. :P
by aeonios
30 Mar 2015, 19:24
Forum: SpringBoard
Topic: Feature requests
Replies: 85
Views: 35505

Re: Feature requests

You should have things like this in your config: LinkIncomingMaxPacketRate = 64000 LinkIncomingMaxWaitingPackets = 512000 LinkIncomingPeakBandwidth = 32768000 LinkIncomingSustainedBandwidth = 2048000 LinkOutgoingBandwidth = 65536000 MaximumTransmissionUnit = 140000 Derp ok, now I got it working. :P...

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