Metal Heck 2
Moderator: Moderators
Metal Heck 2
Well I made metal heck 2 for spring.
It still has deformation which will look stupid i guess but It'll have to get
fixed in a new spring version.
I'll get this one hosted somewhere tomorrow. Going to get some sleep now.
Have fun.
It still has deformation which will look stupid i guess but It'll have to get
fixed in a new spring version.
I'll get this one hosted somewhere tomorrow. Going to get some sleep now.
Have fun.
-
- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Well, if you email it to me, i'll host it separately as the "upgrade" version of v2, as well as in the cumulative version, but i'm just going to sleep now.
vvebbie@hotmail.com
vvebbie@hotmail.com
The sky is dark and has no clouds. It's quite a bit bigger than the last maps. I'll send it to webbie so he can host it but don't think it'll fit his hotmail account. We'll just have to wait untill it's up. The map should be up on fileuniverse soon:
http://www.fileuniverse.com/?page=listing&ID=91
http://www.fileuniverse.com/?page=listing&ID=91
Because he hasn't noticed that Spring maps are also tiled, and with tiles using the same size as in TA. Or a multiple.
When making my CPIA port I noted that:
- If I resize the texture map to 8192x8192, the .sm2 weight 45MB
- If I crop the texture map to 8192x8192, the .sm2 weight 8MB
- If I use what would be the .bmp of an empty flat TA metal map, the .sm2 weight 5MB and the compilation is hyperfast.
Remember that the spring engine can add shadowing according to the heightmap. So a monotonous texture for the wole map will still look good ingame. Just use strong values in:
GroundAmbientColor=0.1 0.1 0.1; //ambient (non sun lit) color of ground (and grass trees etc)
GroundSunColor=0.9 0.9 0.9; //color of ground where fully sun lit (added to ambient)
GroundShadowDensity=0.2; //how far from the non shadowed to the ambient color stuff in shadow will go
Ok, looked at your map. Man, that is very poorly done! The heightmap and texture map are clearly misaligned. When enlarging your heightmap, you haven't interpolated and so the cliffs are crenellated. The lighting just isn't right. Please rush less and do better work.

When making my CPIA port I noted that:
- If I resize the texture map to 8192x8192, the .sm2 weight 45MB
- If I crop the texture map to 8192x8192, the .sm2 weight 8MB
- If I use what would be the .bmp of an empty flat TA metal map, the .sm2 weight 5MB and the compilation is hyperfast.
Remember that the spring engine can add shadowing according to the heightmap. So a monotonous texture for the wole map will still look good ingame. Just use strong values in:
GroundAmbientColor=0.1 0.1 0.1; //ambient (non sun lit) color of ground (and grass trees etc)
GroundSunColor=0.9 0.9 0.9; //color of ground where fully sun lit (added to ambient)
GroundShadowDensity=0.2; //how far from the non shadowed to the ambient color stuff in shadow will go
Ok, looked at your map. Man, that is very poorly done! The heightmap and texture map are clearly misaligned. When enlarging your heightmap, you haven't interpolated and so the cliffs are crenellated. The lighting just isn't right. Please rush less and do better work.

If there are slowdown issues I'll change it, but I don't think they are severe. You also can't put 4 geos on a vent as in OTA. Metal is a bit weird sometimes, but mostly mexs should give you 2.3 metal. Moho's are a bit pointless with only 6.4.
@zwsgz: I rechecked your claim that the heightmap was off. But it's not. If it is it's part of the -i command. I also made a height 200 metal map but I preferred the higher map. When using overhead camera there is no problem at all.
It's good enuf, I can't help the shading is in the texture file of the original ta maps.
@zwsgz: I rechecked your claim that the heightmap was off. But it's not. If it is it's part of the -i command. I also made a height 200 metal map but I preferred the higher map. When using overhead camera there is no problem at all.
It's good enuf, I can't help the shading is in the texture file of the original ta maps.
Last edited by Redfish on 30 Apr 2005, 18:29, edited 4 times in total.
Dude, just look at the picture I posted:Redfish wrote:@zwsgz: I rechecked your claim that the heightmap was off. But it's not.
- You can clearly see that the dome texture are misplaced, they are south of the of heightmap dome.
- Every metal block has a f*cked up texturing.
- There's crenate on the edges, while there shouldn't.
Don't blame the fact that you reused the TA shading. There's at least two way to fix that:
- Change the heightmap offset by removing and adding lines on the side.
- Use a non shaded texture and let Spring handle the shading.
And having a 18MB zip for your map is a total waste of bandwidth and hard drive space.
For info, I ported Core Prime Industrial Area, as a biggest map possible, with proper shading/heightmap, and only a 2.5MB zip.
for such ultra sized maps use RAR or 7-zip , see this test http://taspring.clan-sy.com/phpbb/viewtopic.php?p=10273
- [K.B.] Napalm Cobra
- Posts: 1222
- Joined: 16 Aug 2004, 06:15
I think he took it personal I got a map out earlier than he did and everyone started asking me while he was clearly a better map maker...zwzsg wrote:Not really, it's his 3rd, 5th if you count all his GoW version, 6th if you count the fact he said he made John Pass but was waiting for non-square map support.Caydr wrote:Don't be too hard on him... it's his first.
I think that's why he tries not to give me constructive feedback and help on making better maps, but prefers to rant my creations.