[WIP] Charlie in the Hills - Page 3

[WIP] Charlie in the Hills

Discuss maps & map creation - from concept to execution to the ever elusive release.

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The Yak
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Re: [WIP] Charlie in the Hills

Post by The Yak » 31 Jul 2013, 10:15

I've gotten away with using the same detail texture for sand and dirt before, but you have 4 available to you so why not make use of them all?

If you need a good one you can steal my sand detailtex from Calamity, Sapphire, or Onyx. They all use the same one.
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Beherith
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Re: [WIP] Charlie in the Hills

Post by Beherith » 31 Jul 2013, 12:32

It is extremely worthwhile to use all 4 slots when doing the detail textures. Sand especially.
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PicassoCT
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Re: [WIP] Charlie in the Hills

Post by PicassoCT » 31 Jul 2013, 19:06

You need additional feature?

Also remember the mirror map- you could have mirroring ricepaddys..
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enetheru
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Re: [WIP] Charlie in the Hills

Post by enetheru » 31 Jul 2013, 19:21

PicassoCT wrote:You need additional feature?
I'll take whatever you got, if it fits i will use it.
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enetheru
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Re: [WIP] Charlie in the Hills

Post by enetheru » 02 Aug 2013, 19:01

PicassoCT wrote:Also remember the mirror map- you could have mirroring ricepaddys..

wait.. mirror map?
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PicassoCT
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Re: [WIP] Charlie in the Hills

Post by PicassoCT » 02 Aug 2013, 21:47

In ssmf you can specify mapparts that mirror the sky.. so suddenly half decent shallow water is possible..
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The Yak
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Re: [WIP] Charlie in the Hills

Post by The Yak » 03 Aug 2013, 00:16

picasso is referring to this: http://springrts.com/wiki/Mapdev:skyreflectmod

Hey... that could actually look really cool on one of my crystal maps.
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enetheru
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Re: [WIP] Charlie in the Hills

Post by enetheru » 03 Aug 2013, 11:33

ALRIGHT... time to render.. I've estimated 48 hours of render time.. I have a corei5 with Intel graphics..

If someone out there would like to render it for me, using their beastly rig with some Nvidia cuda capable number cruncher I would be interested in how fast the difference is.

Beware its 250 meg or so for the source files.. pretty sure all the textures are in that folder structure.. but its possible not all of them are.

The file you want is diffuse.blend
the dropbox folder is https://www.dropbox.com/sh/hreis9fdcv9qbir/PWDWL9KI88
:mrgreen:
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PicassoCT
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Re: [WIP] Charlie in the Hills

Post by PicassoCT » 03 Aug 2013, 14:46

sampan
Attachments
comunityservice.7z
Somesampan
(200.36 KiB) Downloaded 6 times
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enetheru
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Re: [WIP] Charlie in the Hills

Post by enetheru » 03 Aug 2013, 20:19

PicassoCT wrote:sampan
thanks man.. will check it out soon..

I'm contemplating making a typemap. since there are good visual indicators for well traveled paths vs grass vs sand. i was thinking of giving a very subtle loss to kbox speed over sand, and very subtle boost to vehicles over roads. but i thought i had better ask before doing so. i know people have opinions on this subject.
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enetheru
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Re: [WIP] Charlie in the Hills

Post by enetheru » 03 Aug 2013, 20:27

and here's a minimap so you know what i mean
Image
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PicassoCT
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Re: [WIP] Charlie in the Hills

Post by PicassoCT » 03 Aug 2013, 23:17

This is going to be a beauty
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smoth
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Re: [WIP] Charlie in the Hills

Post by smoth » 03 Aug 2013, 23:50

the fields are the only part I dislike, too artificial looking
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scifi
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Re: [WIP] Charlie in the Hills

Post by scifi » 04 Aug 2013, 01:18

smoth wrote:the fields are the only part I dislike, too artificial looking
yeah, either improve them or id say remove them, cause the map looks awesome without them.
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enetheru
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Re: [WIP] Charlie in the Hills

Post by enetheru » 04 Aug 2013, 08:22

18MB diffuse https://www.dropbox.com/s/hmje3xhrcmha0je/diffuse.jpg

map source files 237mb https://www.dropbox.com/sh/hreis9fdcv9qbir/PWDWL9KI88

The farms are kind of hard to remove now, because my randomly generated features rely on them, the path generation relies on them. and ive done a lot of post processing on the masks generated from those two things. but i may have to redo that anyway, so perhaps i can.. but i would rather suggestions on how to make them look nicer.. I'm already going to be covering them with spring's grass nice and tall.

The Brown dots you see are where tree trunks go.

This isnt its final form, i still need to tesselate the ground once more to remove the angular texture transitions you can see.

The roads i am least happy with, I wrote a program to walk over and over the map in 2d and make them. its nifty but i lack the skill to make it more powerful. ideally i would like to have twin tracks for the heavy paths and singular tracks for the little ones.. ive tried a lot of things and cannot get anything existing to work..i will perhaps continue to work on my path solver in the future. its hosted on github if anyone wants to look at it. https://github.com/enetheru/path-generator

the metal spots are somehow offset from their dirt, will have to adjust

I have a bunch more features to add, i have a hut, a couple of features from PicassoCT, and more buildings ramshackle buildings scattered over the map.
I also have a Buddha i would like to put somewhere in the mountains for a laugh.

I have to paint the building ground.. brick ones will have the outline of foundations with rubble after they have been destroyed. i would like to have multi stage features for that but really CBF. also the building surrounds need to appear used.

%^$# i need to go in and use feature placer to remove overlapping features.. cant have a boulder and a tree on the same spot.. it looks stupid.. i guess i will be regenerating the plant masks after all.

Its got roughly 10000 features already, I could go for another 5000 i think i have some birch trees i want to use. and i think i need some bushes.

Now I have a problem.. i cant compile the map since my OS is too new and the ubuntu packages aren't up to scratch.

Also.. i only have intel graphics.. my older computer with the nvidia card died so i cant test texture splatting anymore. and the newer one is a half sized case that cant fit the card. I'll sort something out eventually but in the meantime nothing gets done.

slowly crawling to the finish line. i cant wait to upload it to spring files..
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smoth
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Re: [WIP] Charlie in the Hills

Post by smoth » 04 Aug 2013, 16:15

mainly I think it is the dark borders around them, they way they are so dar and uniformly colored.
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enetheru
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Re: [WIP] Charlie in the Hills

Post by enetheru » 05 Aug 2013, 08:11

Figured out a way around the rediculous mapconv issue
I will create a bootable usb that has the tool on it.

Seriously mapconv should be distributed with the spring engine. its an essential tool.

actually i'm just going to use a virtual machine.. its faster to setup and less hassle..
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Anarchid
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Re: [WIP] Charlie in the Hills

Post by Anarchid » 05 Aug 2013, 10:44

Seriously mapconv should be distributed with the spring engine. its an essential tool.
I fully endorse this message.
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enetheru
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Re: [WIP] Charlie in the Hills

Post by enetheru » 06 Aug 2013, 01:41

finally compiled the map from within a virtual machine.. a couple of hours messing around because guest additions wouldnt install..

anyway... its fucking gorgeous.. even without ssmf.. got to work now bye
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PicassoCT
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Re: [WIP] Charlie in the Hills

Post by PicassoCT » 06 Aug 2013, 16:28

oh, thats fine, dont mind me sitting here, drooling on my keyboard- i can wait..
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