SevenIslandsMini-V7.3
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- FabriceFABS
- Posts: 354
- Joined: 28 Jul 2010, 16:20
Re: SevenIslandsMini-V6.1
Okokok.... That's ok...
No matter.... that's all right, no more bothering... it's useless.
Well, with all your appreciated comments, I finally redo from start.
And real begin, from the TA map, not from the V95 SevenIslands Springmap.
It's quite difficult...
A++...
No matter.... that's all right, no more bothering... it's useless.
Well, with all your appreciated comments, I finally redo from start.
And real begin, from the TA map, not from the V95 SevenIslands Springmap.
It's quite difficult...
A++...
Re: SevenIslandsMini-V6.1
Had a game on the current version yesterday: lots of fun!
Looking forward to the update (*)
(*) not rushing you!
Looking forward to the update (*)
(*) not rushing you!
- FabriceFABS
- Posts: 354
- Joined: 28 Jul 2010, 16:20
SevenIslandsMini-V7.1
Np, it's nice qray.
V7.1 is ready on SpringFiles.
http://springfiles.com/spring/spring-ma ... smini-v7.1
This work was really hard, I started from scratch.
It took me to customize copy-conformity of this ancient map from TA and it was much more difficult (as map designer like me) than creating a map where free is his imagination.
Spend a few days, maybe you like it or not.... Anyway thank you kindly tell me if you see bugs or improvements to make instead of telling me it is vomiting because it means nothing.
Thank you, Have fun.
V7.1 is ready on SpringFiles.
http://springfiles.com/spring/spring-ma ... smini-v7.1
This work was really hard, I started from scratch.
It took me to customize copy-conformity of this ancient map from TA and it was much more difficult (as map designer like me) than creating a map where free is his imagination.
Spend a few days, maybe you like it or not.... Anyway thank you kindly tell me if you see bugs or improvements to make instead of telling me it is vomiting because it means nothing.
Thank you, Have fun.
Re: SevenIslandsMini-V6.1
You seem to have shadows and water reflections etc, so you should be able to use advmapshading.
What i'm saying is that you really really should try adding an uneven specular texture to your map, even at least just based on luminosity of your diffuse texture.
This will make the metal actually look metallic.
I would say that you don't really have to copy the old map with its asymmetric islands... remember that there was no zoom in OTA. The islands might look ok and varied at close zoom level but when you look at them from a zoomed out map-wide perspective they just don't fit together, lacking any global or local symmetry.
What i'm saying is that you really really should try adding an uneven specular texture to your map, even at least just based on luminosity of your diffuse texture.
This will make the metal actually look metallic.
I would say that you don't really have to copy the old map with its asymmetric islands... remember that there was no zoom in OTA. The islands might look ok and varied at close zoom level but when you look at them from a zoomed out map-wide perspective they just don't fit together, lacking any global or local symmetry.
- FabriceFABS
- Posts: 354
- Joined: 28 Jul 2010, 16:20
Re: SevenIslandsMini-V6.1
True, this mettalic effect is so nice.Anarchid wrote:You seem to have shadows and water reflections etc, so you should be able to use advmapshading.
What i'm saying is that you really really should try adding an uneven specular texture to your map, even at least just based on luminosity of your diffuse texture.
This will make the metal actually look metallic.
OK... I tried it on previous versions but I should work more to avoid too much smooth on isles.
But before this, I should checkout this asymetric islands to avoid remaking this task again.
Yes ok.Anarchid wrote:I would say that you don't really have to copy the old map with its asymmetric islands...
It's asymmetric but is it so a problem (I think I don't see exactly what you mean) ?
I did horiz/vert flip with shaders...
Well, They should be placed like poles on a compass and then, adding a 8th isle ? Maybe is it that ?Anarchid wrote:remember that there was no zoom in OTA. The islands might look ok and varied at close zoom level but when you look at them from a zoomed out map-wide perspective they just don't fit together, lacking any global or local symmetry.
Another question :
How to remove the possibility to set manually extraction radius ?
The setting in the file is not considered.
I tried to remove not in 70_extractorradius.lua, this works but prefer a nicer job >> removing the button.
I know a little bit LUA but I don't want to do some «dirty» job.
Re: SevenIslandsMini-V6.1
Your work wasn't wasted. Much better now and much closer to OTA
That removes the option from being displayed in the lobby.
2) Then delete "70_extractorradius.lua" - as you have already tried. This avoids that the number from "mapinfo.lua" is being changed.
IMHO, nothing against a similar map with different island layout (one could maybe also think of different diffuse textures then). But for a remake -as is the initial goal of this project- I think the layout is a given. And it's nice to see some "originals" from TA ported to spring; brings back memories . Just my 2 cents...
I still think the green in the metal display (via "F4") could still be toned down more as I suggested before:
1) In "mapoptions.lua" remove the partFabriceFABS wrote: Another question :
How to remove the possibility to set manually extraction radius ?
The setting in the file is not considered.
I tried to remove not in 70_extractorradius.lua, this works but prefer a nicer job >> removing the button.
I know a little bit LUA but I don't want to do some «dirty» job.
Code: Select all
{
key = 'extractorradius',
name = 'Extractor Radius',
desc = 'Sets the metal extractor radius',
type = 'number',
section = 'Economy',
def = 100,
min = 1,
max = 10000,
step = 1,
},
2) Then delete "70_extractorradius.lua" - as you have already tried. This avoids that the number from "mapinfo.lua" is being changed.
IMHO, nothing against a similar map with different island layout (one could maybe also think of different diffuse textures then). But for a remake -as is the initial goal of this project- I think the layout is a given. And it's nice to see some "originals" from TA ported to spring; brings back memories . Just my 2 cents...
I still think the green in the metal display (via "F4") could still be toned down more as I suggested before:
+1 for adding a bit of specularity to add a bit of eye candy to the traditional metal styleqray wrote: Suggestion: you could turn the color values of your metal map down (make it darker) and increase metal values in the mapinfo.
- FabriceFABS
- Posts: 354
- Joined: 28 Jul 2010, 16:20
Re: SevenIslandsMini-V6.1
You finally find the best way for me to finish this never-ending project, why not doing a (much) modern map style later.
As I remember it, due to "binaries" results when I press F4 (I mean for instance if metal color on the map is <128/255 it's ok on pressing F4, green is quite dark but if metal color > 128/255 => Too shiny (and same shiny color up to 255).
Gonna rework it to retry.
Done for Radius too :) Thx
Currently working on little specular & metal F4 color...
Later...
Well I listened you and I tried. However, I had some difficulties to make it correct.Suggestion: you could turn the color values of your metal map down (make it darker) and increase metal values in the mapinfo.
As I remember it, due to "binaries" results when I press F4 (I mean for instance if metal color on the map is <128/255 it's ok on pressing F4, green is quite dark but if metal color > 128/255 => Too shiny (and same shiny color up to 255).
Gonna rework it to retry.
Done for Radius too :) Thx
Currently working on little specular & metal F4 color...
Later...
- FabriceFABS
- Posts: 354
- Joined: 28 Jul 2010, 16:20
Re: SevenIslandsMini-V7.2
Done.
Final release SevenIslandsMini-V7.2
Qray, I tried as I can for F4 metal issue...
Added little specular !
Final release SevenIslandsMini-V7.2
Qray, I tried as I can for F4 metal issue...
Added little specular !
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: SevenIslandsMini-V7.2
Looks good, well done!
Re: SevenIslandsMini-V7.2
Just to illustrate what I had in mind, here a "F4" metal view; top uses a metal map with metal color tuned down by about a factor of 4 (see attachment *) compared to the bottom part of the image which is from the current version 7.2:FabriceFABS wrote: Qray, I tried as I can for F4 metal issue...
This makes it IMHO more easy in-game to place extractors as the rest is better visible.
A problem with the darkened metal image I used is, that when turning color values so much down you loose "resolution" between the two different metal income values. I tried with a setting of "maxMetal = 98.00" in mapinfo.lua, which at least gives the wanted values of 2.30 and 2.50 when looking at income of a working mex. But when placing them, tooltip shows 2.25 on land and 2.55 in water. I don't know if the rounding happens only in the displaying widget of the income or in BA economy itself.
Obviously this idea works better, when only one metal income value is used on a map
But the metal display thing is only minor, I just wanted to illustrate what I meant.
The map remake works already good as it is
* tuned down metal map used for upper image:
- Attachments
-
- metal_compare.jpg (27.53 KiB) Viewed 2533 times
Re: SevenIslandsMini-V7.2
This map is nice, we just played it with XTA.
But water is too shallow. It's 45 deep everywhere and it's not enough to make underwater stuff stay under the water surface, or to build larger ships. Maybe other mods have smaller things or how does it work on them?
But water is too shallow. It's 45 deep everywhere and it's not enough to make underwater stuff stay under the water surface, or to build larger ships. Maybe other mods have smaller things or how does it work on them?
Re: SevenIslandsMini-V7.2
In BA it works and all ships can move (though the adv. metal extractor just reaches a bit above the water surface).
Just out of interest: How much water deepness would XTA need? If it is not too much, maybe the minheight and maxheight values in mapinfo could be adjusted?
Just out of interest: How much water deepness would XTA need? If it is not too much, maybe the minheight and maxheight values in mapinfo could be adjusted?
Re: SevenIslandsMini-V7.2
It needs 50 for the larger ships, but maybe that should be adjusted instead, as many maps have "too shallow" water. Is 45 the water level in OTA?
- FabriceFABS
- Posts: 354
- Joined: 28 Jul 2010, 16:20
Re: SevenIslandsMini-V7.2
Thank you !
- New version 7.3,
- New water depth : 60,
- New F4 metal map less shiny,
- New metal extraction (impossible to do better fix than original) : 2,3 / 2,6.
(Will be apply later tonight to its big map's sister or tomorrow)
- New version 7.3,
- New water depth : 60,
- New F4 metal map less shiny,
- New metal extraction (impossible to do better fix than original) : 2,3 / 2,6.
(Will be apply later tonight to its big map's sister or tomorrow)
Re: SevenIslandsMini-V7.2
Nice, thanks for the update. I really like how it looks metallic now.