Otago .1.1

Otago .1.1

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The Yak
Posts: 351
Joined: 20 May 2012, 05:36

Otago .1.1

Post by The Yak »

1.1 has less contrast in the plains, darker map border, improved performance.


the gimp+terresculptor experiment map is here:
https://springfiles.com/spring/spring-maps/otago

Image

Some cool things for mappers included inside.

-An updated version of zoggop's widget that places geovent gfx on geospots automatically. Smoother less pixelly image.
-a widget for making lua metalmaps with mouse ingame
-fp_featureplacer.lua that will randomly rotate features in set.lua with -1 degrees
-auto mex graphic placer from Anarchid. places ground decals currently, can place features too

Image

The texture was made in gimp 2.9 using exported weightmaps from terresculptor, set to the pathing limits of walkers and vechs (27 and 54 in ZK)
Tiled generic noise textures to diffuse size in gimp, then masked them based on the weightmaps.
DNTS uses the same weightmaps for distribution, very easy.

Image
Last edited by The Yak on 21 Oct 2017, 23:25, edited 1 time in total.
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FabriceFABS
Posts: 354
Joined: 28 Jul 2010, 16:20

Re: Otago

Post by FabriceFABS »

Nice job !
DNTS is so magic :-)
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Silentwings
Posts: 3720
Joined: 25 Oct 2008, 00:23

Re: Otago

Post by Silentwings »

Very nice!
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code_man
Posts: 260
Joined: 19 Jan 2014, 13:10

Re: Otago

Post by code_man »

Great job.
raaar
Metal Factions Developer
Posts: 1094
Joined: 20 Feb 2010, 12:17

Re: Otago

Post by raaar »

Nice looking map!

criticism:

- geothermal vents on top of hills look out of place, the slopes beneath some of them may prevent building the geothermal generators

- there should be clearer paths to the hill tops, especially to the ones with geothermals

- metal spot textures are there but they don't provide any metal (probably requires luamex)

- tree collision volumes are small spheres floating in the air, they should be cylinders instead

- default start positions are wrong, should be SW (1,3,5,7,9) vs NE (2,4,6,8,10)

- seems more costly in terms of performance than other maps of similar size, especially if you zoom in near the trees
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The Yak
Posts: 351
Joined: 20 May 2012, 05:36

Re: Otago

Post by The Yak »

thanks

-I have tested all the geo spots in Zero-K and they all have room for a geo plant on top without any flattening.

-I think pathing is very clear on mountain with /advmapshading on. if the slope doesn't have pebbles on it, it can't be walked on.

-metalmap is in lua yes, it can be found in /mapconfig/map_metal_layout.

-the polygonal startboxes and proper startpoints are in the same folder. see this page for more info on the api: http://zero-k.info/Forum/Thread/20485

-agree about the tree collisions

-performance is a bit worse with maps that use DNTS, but /advmapshading can be turned off ingame for a significant boost

I know that me doing some things the "Zero-K way" like metal and startboxes makes things harder for other games, but being able to easily create these things ingame is much easier.
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The Yak
Posts: 351
Joined: 20 May 2012, 05:36

Re: Otago .1.1

Post by The Yak »

1.1 bump
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Silentwings
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Joined: 25 Oct 2008, 00:23

Re: Otago .1.1

Post by Silentwings »

I think some of the tree textures are missing (perhaps related to ZK and/or Spring Features being present/absent). Also, <3 the grass/rocks detail.

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Floris
Posts: 611
Joined: 04 Jan 2011, 20:00

Re: Otago .1.1

Post by Floris »

i accidentally copied the tree model to BA and it refers to different texture, fixed it for next version
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