New Map: Gehenna Rising v2 - Lava map creation - Page 2

New Map: Gehenna Rising v2 - Lava map creation

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PicassoCT
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Re: Lava map creation

Post by PicassoCT » 27 Aug 2011, 22:20

Image

Do you hear it, the whispering, like Ingus talking out of the flames? If youlisten closely, you can hear it, demanding to be a GaiaUnit, able to procreate, able to slowly( to slow for eyes to see) crawl across the map, burning everything that comes near. Tied to a neighboor bigger in scale..

you could even give a flamethrower that shots from below the ground(setting units aflame from sheer heat) who ventured to close...

god, im off, this is taking me far away from where i should be working.
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smoth
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Re: Lava map creation

Post by smoth » 27 Aug 2011, 22:28

that is pretty cool, got any more?
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PicassoCT
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Re: Lava map creation

Post by PicassoCT » 27 Aug 2011, 22:44

No, that was just assembled minutes ago. Im not doing maps (for now, would need another lifetime to get to the racelevel of the Triforce (Forb, Behe, You)..

meanhwile, how does one assemble a purely cosmetic beamlaser? I want it to be blue, to point at enemys, without doing damage, or ever stoping pointing.

beamTime = 99999999,

seems such a waste of ressources. remember there is always a clock tickin in the background then...
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Beherith
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Re: Lava map creation

Post by Beherith » 28 Aug 2011, 13:08

Maybe copy the weapon of the BA arm beamer and set its damage to 0, and remove the hit effect?
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PicassoCT
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Re: Lava map creation

Post by PicassoCT » 28 Aug 2011, 15:41

I appreciate this sort of irony.. the biggest pros of the board, giving one of the nubs a to-do-list.
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Beherith
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Re: Lava map creation

Post by Beherith » 28 Aug 2011, 17:39

Image

I found some nice cegs, using them. Added SSMF, some highlit glow on the terrain edges.

Picasso: doing the kind of glow you showed:
1. Bake onto texture, which looks wierd with shadows, is a lot of work, looks static

2. code shader to do it: too much work and wasted performance for little gain.
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PicassoCT
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Re: Lava map creation

Post by PicassoCT » 28 Aug 2011, 19:41

You didnt get my main point Behe. I know it looks static, but you know you can do moving textures (yes, i remember what you did back there).. so that sounds like a rather cheasy way out of lots of work...

The Idea was some really (slow) downhill moving lavastream in 3d. One glowing lavabrick creates the next insideitself, and then pushes it out into the "flow" direction..

Image

Still, your version allready beats everything that has existed before..

Can we have sparks, carried up by furnance winds?
http://www.youtube.com/watch?v=G6Uxh-xtU-g
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very_bad_soldier
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Re: Lava map creation

Post by very_bad_soldier » 28 Aug 2011, 20:05

Nice work Behe! Looks great!
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knorke
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Re: Lava map creation

Post by knorke » 28 Aug 2011, 20:19

The Idea was some really (slow) downhill moving lavastream in 3d. One glowing lavabrick creates the next insideitself, and then pushes it out into the "flow" direction..
Flowing "block water" is not really that hard, did in in qbasic too. Instant of features I would use Lua to draw the lava blocks, similiar to the block of war widget. But how to make the blocks appear non blocky?
Also the water in minecraft http://www.youtube.com/watch?v=9uIRD9sM ... age#t=368s and KP colorwars.

That shader lava looks quite nice, how did you do the "lightning up the walls"?
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Beherith
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Re: Lava map creation

Post by Beherith » 30 Aug 2011, 11:09

PicassoCT wrote:Image
Can I has obj and texture? I wish to use as feature :)
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PicassoCT
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Re: Lava map creation

Post by PicassoCT » 30 Aug 2011, 11:13

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AF
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Re: Lava map creation

Post by AF » 30 Aug 2011, 15:59

Can I have a version with embedded whaling souls screaming for help on the surface reaching out of the lava for help?
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smoth
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Re: Lava map creation

Post by smoth » 30 Aug 2011, 16:20

sounds do not play at a location. so if you play a sound then move to a different screen on the map you will still hear the sound until it finishes. it's why I don't have engine sounds on the guntanks and gunperries.
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knorke
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Re: Lava map creation

Post by knorke » 30 Aug 2011, 16:52

oooh exploitable.
smoth wrote:sounds do not play at a location.
http://springrts.com/wiki/Lua_UnsyncedCtrl#Sounds
There is x,y,z? If it was broken it seems to be fixed:
http://springrts.com/mantis/view.php?id=2061
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PicassoCT
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Re: Lava map creation

Post by PicassoCT » 30 Aug 2011, 17:01

you dare to touch this - for behe only file, and im gonna find out how fast i can twist those cubes ;)

http://www.youtube.com/watch?v=eaRcWB3jwMo

Torturemaschine..
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FLOZi
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Re: Lava map creation

Post by FLOZi » 30 Aug 2011, 17:09

knorke wrote:
oooh exploitable.
smoth wrote:sounds do not play at a location.
http://springrts.com/wiki/Lua_UnsyncedCtrl#Sounds
There is x,y,z? If it was broken it seems to be fixed:
http://springrts.com/mantis/view.php?id=2061
2061 is not relevant to this, see http://springrts.com/mantis/view.php?id=2623
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Beherith
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Re: Lava map creation

Post by Beherith » 30 Aug 2011, 18:07

Is there any way I can convert a Lua CEG to TDF? I dont want to include an explosions_post.lua in my map, so that it doesnt break it with mods that have it.
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FLOZi
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Re: Lava map creation

Post by FLOZi » 30 Aug 2011, 20:36

Beherith wrote:Is there any way I can convert a Lua CEG to TDF? I dont want to include an explosions_post.lua in my map, so that it doesnt break it with mods that have it.
I don't understand the problem?
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Beherith
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Re: Lava map creation

Post by Beherith » 31 Aug 2011, 20:17

Am I doin it rong? I took a ceg from ZK, modified it, looked for all the textures it uses and slapped it into the map. SpawnCEG spawns them randomly. The ceg works when the map is loaded with ZK, yet not with BA.
Lua ceg file:

http://pastebin.com/f4CK540m
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smoth
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Re: Lava map creation

Post by smoth » 31 Aug 2011, 20:24

IIRC BA and it's ilk use a dated resources file instead of the autofile like goondam and s44. I don't remember wut ca does... I know you don't play it but try the map in gundam or s44.
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