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WIP Black Mescaline

Posted: 02 Jun 2013, 15:53
by PicassoCT
Image

For all this work - at least its coming along nicely.. the citymap i always wanted.. sooo tempting..


http://springfiles.com/spring/spring-ma ... -mescaline

All still WIP

Re: WIP Black Mescaline

Posted: 02 Jun 2013, 16:07
by Beherith
Nice, howd you achieve the verticliffs?

Re: WIP Black Mescaline

Posted: 02 Jun 2013, 16:09
by PicassoCT
They are one big feature..

Re: WIP Black Mescaline

Posted: 02 Jun 2013, 16:19
by Beherith
nice, are you using a void ground with alpha in smf under it? or are the flats part of the normal rendering pipeline?

edit: also, try giving the concave edges a good dose of highlighting.

Re: WIP Black Mescaline

Posted: 02 Jun 2013, 17:11
by Johannes
Maybe tone down the height of them, in order to keep aircraft moving smoother? The visual effect wouldn't change too much by that I think, since you're looking it from top down anyway.

Re: WIP Black Mescaline

Posted: 02 Jun 2013, 20:14
by zwzsg
If aircraft have trouble with the relief, there's Spring.SetSmoothMesh to give them a custom surface to follow. Arguments are expressed in the usual distance units, setting one point every 16x16 is enough.

Re: WIP Black Mescaline

Posted: 02 Jun 2013, 23:46
by PicassoCT
http://springfiles.com/spring/spring-ma ... -mescaline

Guess i messed it up again.. still looking good though

Re: WIP Black Mescaline

Posted: 03 Jun 2013, 02:30
by zwzsg
The feature zaps in and out of existence when I zoom in and out, that's very irritating.

Can you make the top of the buttes as flat as the feature make them appear to be, so that I can build on them?

I don't like invisible metal patches.

But when it works, I like the look of it.

Re: WIP Black Mescaline

Posted: 03 Jun 2013, 06:41
by PepeAmpere
just try game 1v1 game

Re: WIP Black Mescaline

Posted: 03 Jun 2013, 08:57
by Beherith
Loaded it up, looks extremely nice :)

Re: WIP Black Mescaline

Posted: 03 Jun 2013, 09:03
by PicassoCT
but as Pepe stated ingame has some issues with collission..

the problem is to get the heightmap align with the feature.. should deactivate lowpass..

also thanks behe..

citymap..

Re: WIP Black Mescaline

Posted: 03 Jun 2013, 09:21
by Beherith
Picasso, to get hmap to align, use xNormal to bake a heightmap based on your 3d model, and use that. It will align perfectly.

Re: WIP Black Mescaline

Posted: 03 Jun 2013, 10:10
by PicassoCT
To be honest, i tried it and couldnt get it to work properly..
So im back to max, doing the usual. I guess the trick is to not use lowpass on the extremes, and to blure the lowerlevels manually
Image

We shall fight on the balcony, we shall fight on the rooftops, we shall fight in the streetchasms and in the Air.. we shall repeat ourselves, over and over again, listed enumerations in speeches.

Re: WIP Black Mescaline

Posted: 03 Jun 2013, 19:11
by azaremoth
Extremely nice! Very nice blending of features and ground texture. Besides the heightmap alignment - the left start points should be moved a little to prevent clipping of units and features.

I am looking forward to see the city. Yeah!

Re: WIP Black Mescaline

Posted: 03 Jun 2013, 19:56
by PicassoCT
thanks

Re: WIP Black Mescaline

Posted: 03 Jun 2013, 21:24
by Beherith
Picasso, is the feature the exact same size as the map?

Re: WIP Black Mescaline

Posted: 03 Jun 2013, 22:12
by PicassoCT
Should be- why?

Re: WIP Black Mescaline

Posted: 04 Jun 2013, 07:53
by Beherith
http://beherith.eat-peet.net/stuff/blackmesc_heights.7z
If you placed the feature at the center of the map, then this should work after resizing. Remember that it is 16bit tiff, so it has a lot of normalization headroom. The ao bake is coming along to, that just takes more time.

Re: WIP Black Mescaline

Posted: 06 Jun 2013, 16:24
by PicassoCT

Re: WIP Black Mescaline

Posted: 07 Jun 2013, 21:46
by PepeAmpere
not on rapid yet, just v2 there