Random WIP 2015+ - Page 4

Random WIP 2015+

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

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bobthedinosaur
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Re: Random WIP 2015+

Post by bobthedinosaur »

cool train yuri.

that new map concept is starting to make me think a 3d scan of meatloaf might be a good idea for a map, in all seriousness (not trying to be be negative). or maybe a rhubarb pie would look cool too?
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eronoobos
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Re: Random WIP 2015+

Post by eronoobos »

yessss doo iitt

pie > meatloaf, b/c potentially more structure (meatloaf heightmap not very exciting)

makes me wish i had a 3d scanner, whatever that is, so i could literally bake maps
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Anarchid
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Re: Random WIP 2015+

Post by Anarchid »

Image
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eronoobos
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Re: Random WIP 2015+

Post by eronoobos »

ooooo :-)
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PicassoCT
Journeywar Developer & Mapper
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Re: Random WIP 2015+

Post by PicassoCT »

somehow.. roger deanish..
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bobthedinosaur
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Re: Random WIP 2015+

Post by bobthedinosaur »

aww Yes
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PicassoCT
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Re: Random WIP 2015+

Post by PicassoCT »

if (PostContains("<img>")) then
MakePornGradeAppreciationSounds();
gajop
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Re: Random WIP 2015+

Post by gajop »

https://www.youtube.com/watch?v=cu3Gi77nt_c

Nothing major, just trying out some grid-based editing I hacked in a day. Smoth asked for it and I think something like this might be added as an option in Scened.
Not entirely sure if he was thinking of this though =)
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eronoobos
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Re: Random WIP 2015+

Post by eronoobos »

that grid overlay is purdy. are you planning to make it possible to change the grid properties (offset & size)? oops, i wasn't looking at the video in 1080p! now i see the grid controls :-)
gajop
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Re: Random WIP 2015+

Post by gajop »

eronoobos wrote:are you planning to make it possible to change the grid properties (offset & size)?
Size is currently automatically calculated based on unit dimensions. Some configuration is in order though (e.g. color, fade-off, fixed size, rotations, etc.)
eronoobos wrote:oops, i wasn't looking at the video in 1080p! now i see the grid controls :-)
Those aren't grid controls. What you're seeing is boxxy, a tool that display unit collision volumes/radiuses that I found invaluable during LD, and plan to add to Scened and improve upon.
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PicassoCT
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Re: Random WIP 2015+

Post by PicassoCT »

Mr Gajop, mr gajop, can i have autogram..

But seriously.. can scenarioeditor be limited to a level-editor and shipped along?
gajop
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Re: Random WIP 2015+

Post by gajop »

It is limited to level editing (map + scenario), and editing the collision volumes (which is what boxxy can/could do) of specific units in the scenario is part of it.
The fact that it's also an awesome debug tool is a plus.
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PicassoCT
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Re: Random WIP 2015+

Post by PicassoCT »

Yes.. but can you limit it even further. to the point where users can only place rooms and upload that placement?
gajop
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Re: Random WIP 2015+

Post by gajop »

Well, there would be no sense in limiting it to just that. You can't make levels with only rooms (assuming that means heightmap+texture+walls for you). You still need unit/feature placement, trigger editing and you'll probably want to have custom heightmap/diffuse editing (stuff I did for areas below the fire and electric effects as well as holes in ground).
In any case, it's not easy to have the editor provide only high-level editing functions - where users would just specify rooms as rectangles and mark entrances and gates - and expect Scened to generate textures, heightmaps, and place walls and gates appropriately.

This is something I'd like to do, and would certainly be necessary if Gravitas development is to continue (which I want to). It would probably be a part of Scened-Gravitas repo, as it's not something that can be used for all games.
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qray
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Re: Random WIP 2015+

Post by qray »

Playing around with a new map combining the lava drop in package, fog from map blueprint (for a thin orange layer over lava) and volumetric ground clouds:
Image
Has still some way to go (heightmap & diffuse need to be redone, metalspots, geos...)
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Anarchid
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Re: Random WIP 2015+

Post by Anarchid »

You should definitely also use the default map shaders that Spring provides to further extent, e.g. have an emission, specularity and maybe even normals.

Just a FYI though, volfog doesn't really play nice with light sources like that, it doesn't know luminance of any pixel, only rgba.
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qray
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Re: Random WIP 2015+

Post by qray »

Anarchid wrote:You should definitely also use the default map shaders that Spring provides to further extent, e.g. have an emission, specularity and maybe even normals.
Light emission, specular and normals are already in (need more tuning though) - TBH not very visible on this screenshot. Actually, it all started out with the idea to use light emission to have glowing cracks in rocks on a map...

EDIT: attached another screenshot where it might be better visible
Image
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Anarchid
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Re: Random WIP 2015+

Post by Anarchid »

This looks much more awesome!
gajop
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Re: Random WIP 2015+

Post by gajop »

Light emission, specular and normals are already in (need more tuning though)
How do you do all that if lava moves? You can't change those maps from Lua iirc.
Can shaders do that?
PS: Could you post the entire map (especially showing the lava bits) from a bird-eye angle? Seems to me you have some repetitions and I'd like to confirm that.
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qray
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Re: Random WIP 2015+

Post by qray »

gajop wrote:
Light emission, specular and normals are already in (need more tuning though)
How do you do all that if lava moves? You can't change those maps from Lua iirc.
There's a misunderstanding. Light, specular, normals are only for the part with the solid ground. There nothing moves. Though it could be nice to have the glowing cracks having dynamic light emission, I fear it would also confuse players ("can I go there or do I receive damage then?").
gajop wrote: PS: Could you post the entire map (especially showing the lava bits) from a bird-eye angle? Seems to me you have some repetitions and I'd like to confirm that.
Overview is attached. There definitely is repetition in the lava part, since it's only one 1024^2 texture for the complete area. In normal "play view" it's not very noticeable, but very much so in the overview.
Image
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