So, I'm making my first map...
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Re: So, I'm making my first map...
For the love of god:
[LIGHT]
{
SunDir=0.6 0.85 0.8;
GroundAmbiantColor=0.09 0.06 0.05;
GroundSunColor=0.95 0.62 0.45;
GroundShadowDensity=1;
UnitAmbiantColor=0.09 0.06 0.05;
UnitSunColor=0.98 0.68 0.49;
UnitShadowDensity=1;
SpecularSunColor=0.95 0.62 0.45;
Its *ambiEntcolor!
Ima grep all the smds in spring. I think more than half have this bug.
[LIGHT]
{
SunDir=0.6 0.85 0.8;
GroundAmbiantColor=0.09 0.06 0.05;
GroundSunColor=0.95 0.62 0.45;
GroundShadowDensity=1;
UnitAmbiantColor=0.09 0.06 0.05;
UnitSunColor=0.98 0.68 0.49;
UnitShadowDensity=1;
SpecularSunColor=0.95 0.62 0.45;
Its *ambiEntcolor!
Ima grep all the smds in spring. I think more than half have this bug.
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: So, I'm making my first map...
Thats very good point Behe. Forgot that totally again. Have to remember that for my next map not to make same mistakes again.
However, having it wrong named, wont effect much since groundambient and unitambient indicates the color of the shadows and default colors for them are gray iirc. (Although, more realistic color for shadow is slightly graypurple or grayblue)
Hmm, now that I think about it, im not perfectly sure how the groundambientcolor will effect on the brightness of the map, since it reacts with detailtexture, which we found out with behe to be biggest factor of fucking up brightness, especially for steep cliffs.
However, having it wrong named, wont effect much since groundambient and unitambient indicates the color of the shadows and default colors for them are gray iirc. (Although, more realistic color for shadow is slightly graypurple or grayblue)
Hmm, now that I think about it, im not perfectly sure how the groundambientcolor will effect on the brightness of the map, since it reacts with detailtexture, which we found out with behe to be biggest factor of fucking up brightness, especially for steep cliffs.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: So, I'm making my first map...
none of mine do
Re: So, I'm making my first map...
So, I have a beta of the map ready! The name is LowTide. The tide has gone out, and the robots are out to play. Anyone wanna give her a look?
Maplink: http://www.filedropper.com/lowtide
I still want some mossy rocks, but haven't been able to find them either in the blacklake map or in the gundam mod, sadly. Anyone know a map that uses them?
I also fixed the ambiant --> ambient thing. I guess that's what I get for copying over small sup's .smd directly, haha.
Edit: Indeed. Name changed to LowTideBeta. :D
Edit2: Nevermind, that doesn't work easily. I'll just add a version number later if needed...
Maplink: http://www.filedropper.com/lowtide
I still want some mossy rocks, but haven't been able to find them either in the blacklake map or in the gundam mod, sadly. Anyone know a map that uses them?
I also fixed the ambiant --> ambient thing. I guess that's what I get for copying over small sup's .smd directly, haha.
Edit: Indeed. Name changed to LowTideBeta. :D
Edit2: Nevermind, that doesn't work easily. I'll just add a version number later if needed...
Last edited by gonpost on 06 Mar 2010, 07:24, edited 4 times in total.
Re: So, I'm making my first map...
Just a rule of thumb: If you ever make another release (you probably will, very few maps are perfect on first release), then give it a different name. Never ever release two files with the same name. It just spawns chaos.
Re: So, I'm making my first map...
Lol, ran find on 771 maps, and a whopping 220 of them have the mistaken GroundAmbiantcolor specification :)
Re: So, I'm making my first map...
There are a few other things wrong with that SMD snippet:
- * GroundSunColor should be GroundDiffuseColor
* SpecularSunColor should be GroundSpecularColor (only used by SM3 maps)
* UnitSunColor should be UnitDiffuseColor
Code: Select all
light.groundSunColor = lightTable.GetFloat3("groundDiffuseColor", float3(0.5f, 0.5f, 0.5f));
light.groundSpecularColor = lightTable.GetFloat3("groundSpecularColor", float3(0.1f, 0.1f, 0.1f));
light.unitSunColor = lightTable.GetFloat3("unitDiffuseColor", float3(0.7f, 0.7f, 0.7f));
Re: So, I'm making my first map...
660 of 771 maps contain UnitSunColor. While 3 maps contain UnitDiffuseColor. Yay!
But both UnitSunColor and GroundSunColor are read and properly used by spring. So why should it be *DiffuseColor?
But both UnitSunColor and GroundSunColor are read and properly used by spring. So why should it be *DiffuseColor?
Re: So, I'm making my first map...
Ah, it seems trepan's maphelper script already performs an automatic conversion:
An extra catch for the "ambiant" typo proliferation might be in order though. [done]
Code: Select all
for k, v in pairs(light) do
local s, e, prefix = k:find('^(.*)suncolor$')
if (prefix) then
k = prefix .. 'diffusecolor'
end
end
Re: So, I'm making my first map...
Dont, since most of the maps that have it specified have it adjusted way out of proportion.Kloot wrote: An extra clause for the "ambiant" typo proliferation might be in order though.
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: So, I'm making my first map...
Yes, I think most of the maps are designed and smd adjusted according the result/outcome of this tiny particular mistake. Fixing it to be correct would mean breaking the maps design.Beherith wrote:Dont, since most of the maps that have it specified have it adjusted way out of proportion.Kloot wrote: An extra clause for the "ambiant" typo proliferation might be in order though.
'Ambiant' error is just now part of the design (As stupid it might sound), since its overriden by default definition.
Re: So, I'm making my first map...
How out of proportion compared to the default ambient value (float3(0.5f, 0.5f, 0.5f)) are we talking? And are any of these maps played regularly?
Re: So, I'm making my first map...
Alright, reverted it is.
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: So, I'm making my first map...
Iirc, AmbientColor has huge impact on the lighting and brightness of the map since it reacts with detailtexture. Try it out yourself?Kloot wrote:How out of proportion compared to the default ambient value (float3(0.5f, 0.5f, 0.5f)) are we talking? And are any of these maps played regularly?
Re: So, I'm making my first map...
Hehe, found the culprit:
First 3 maps with this bug (from 2005 august)
All have: //Compiled by Maelstroms SMD Creator version 3.1
First 3 maps with this bug (from 2005 august)
All have: //Compiled by Maelstroms SMD Creator version 3.1
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: So, I'm making my first map...
I figured that was the culprit.
Used to maps with smds made by that program would totally crash out due to a bug it put in the smds. Apparently not anymore. I myself keep that prog around because it's the quickest way I know to get 0-1 colors without doing it in photoshop and guesstimating the numbers in my head.
Used to maps with smds made by that program would totally crash out due to a bug it put in the smds. Apparently not anymore. I myself keep that prog around because it's the quickest way I know to get 0-1 colors without doing it in photoshop and guesstimating the numbers in my head.
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: So, I'm making my first map...
What do you recommand we do? People depand on the existing contant!Beherith wrote:Dont, since most of the maps that have it specified have it adjusted way out of proportion.Kloot wrote: An extra clause for the "ambiant" typo proliferation might be in order though.