Updated with fixed feature textures and minor detailtex tweaks:
5-way FFA
Download: http://springfiles.com/spring/spring-maps/aum
Aum 1.1
Moderator: Moderators
Re: Aum
I really like the map, excellent concept, but there are a few minor things I would change. Feel free to ignore any of them.
Also, the lighting seems a bit off to me, the shadows dont seem nearly deep enough, and there is a (massively propagated, since forever) typo in the .smd:
GroundAmbiantColor!=GroundAmbientColor
Units seem too dark on the map and the high-frequency noise from your red splat texture (grass) is a tad too much.
Also, the diffuse texture 1 of the ferns and plants have alpha edge mipmapping artifacts (because of the black background).
I fixed them in photoshop:
http://beherith.eat-peet.net/stuff/fern_swordt.tga
http://beherith.eat-peet.net/stuff/wideleafplantt.tga
Also, the lighting seems a bit off to me, the shadows dont seem nearly deep enough, and there is a (massively propagated, since forever) typo in the .smd:
GroundAmbiantColor!=GroundAmbientColor
Units seem too dark on the map and the high-frequency noise from your red splat texture (grass) is a tad too much.
Code: Select all
light.groundAmbientColor = lightTable.GetFloat3("groundAmbientColor", float3(0.5f, 0.5f, 0.5f));
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.groundShadowDensity = lightTable.GetFloat("groundShadowDensity", 0.8f);
light.unitAmbientColor = lightTable.GetFloat3("unitAmbientColor", float3(0.4f, 0.4f, 0.4f));
light.unitSunColor = lightTable.GetFloat3("unitDiffuseColor", float3(0.7f, 0.7f, 0.7f));
light.unitSpecularColor = lightTable.GetFloat3("unitSpecularColor", light.unitSunColor);
light.unitShadowDensity = lightTable.GetFloat("unitShadowDensity", 0.8f);
light.specularExponent = lightTable.GetFloat("specularExponent", 100.0f);
if (light.groundShadowDensity > 1.0 || light.groundShadowDensity < 0.0) {
LOG_L(L_WARNING, "MapInfo.lua: Incorrect value \"groundShadowDensity=%f\"! Clamping to 0..1 range!!", light.groundShadowDensity);
light.groundShadowDensity = Clamp(light.groundShadowDensity, 0.0f, 1.0f);
}
if (light.unitShadowDensity > 1.0 || light.unitShadowDensity < 0.0) {
LOG_L(L_WARNING, "MapInfo.lua: Incorrect value \"unitShadowDensity=%f\"! Clamping to 0..1 range!!", light.unitShadowDensity);
light.unitShadowDensity = Clamp(light.unitShadowDensity, 0.0f, 1.0f);
}
I fixed them in photoshop:
http://beherith.eat-peet.net/stuff/fern_swordt.tga
http://beherith.eat-peet.net/stuff/wideleafplantt.tga
Re: Aum
Good feedback, ty for texture fixes it was on my to do list but in a low priority/maybe later sort of way.Beherith wrote:I really like the map, excellent concept, but there are a few minor things I would change. Feel free to ignore any of them.
Also, the lighting seems a bit off to me, the shadows dont seem nearly deep enough, and there is a (massively propagated, since forever) typo in the .smd:
GroundAmbiantColor!=GroundAmbientColor
Units seem too dark on the map and the high-frequency noise from your red splat texture (grass) is a tad too much.
Also, the diffuse texture 1 of the ferns and plants have alpha edge mipmapping artifacts (because of the black background).
I fixed them in photoshop:
http://beherith.eat-peet.net/stuff/fern_swordt.tga
http://beherith.eat-peet.net/stuff/wideleafplantt.tga