Amalthea developement thread - Page 3

Amalthea developement thread

Discuss maps & map creation - from concept to execution to the ever elusive release.

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LOrDo
Posts: 1154
Joined: 27 Feb 2006, 00:21

Post by LOrDo »

Maelstrom wrote:I know your problem with the water coming through the land, im surprised no one else spotted it. You are using a min height of 0. Water ripples from about -1 to 1. Therfore, you are seeing half of the water through your map.
I fixed that a while ago.
Also, thisl take me a while longer then I expect, the heightmap isnt co-operating with me...It'll come eventually though.
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LOrDo
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Joined: 27 Feb 2006, 00:21

Post by LOrDo »

Its pretty much done. Will make a first release soon, possibly tonight.
Although, im using a diffrent SMD then my own since mine wont work and I dunno why.
Here it is:

Code: Select all

//Compiled by Maelstroms SMD Creator version 3.5
[MAP]
{
	Description=Amalthea, by Kaine;
	TidalStrength=25;
	Gravity=100;
	MaxMetal=0.10;
	ExtractorRadius=150;
	MapHardness=100;
	[ATMOSPHERE]
	{
		FogColor=0 0.6 0.3;
		FogStart=0.2;
		CloudColor=0.7 0.7 0.7;
		SkyColor=0.2 0.25 0.9;
		SunColor=1 0.8 0.4;
		CloudDensity=0.1;
		MinWind=5;
		MaxWind=15;
	}
	[WATER]
	{
		WaterBaseColor=0.4 0.7 0.8;
		WaterAbsorb=0 0 0;
		WaterMinColor=0.1 0.2 0.3;
	}
	[LIGHT]
	{
		SunDir=0.398 0.426 0.414;
		GroundSunColor=1 0.5 0;
		GroundShadowDensity=0.5;
		UnitAmbiantColor=1 1 0;
		UnitSunColor=1 1 0;
		UnitShadowDensity=0.5;
		SpecularSunColor=1 1 1;
	}
	[TERRAINTYPE0]
	{
		name=Default;
		hardness=1;
		tankmovespeed=2;
		kbotmovespeed=1;
		hovermovespeed=1;
		shipmovespeed=1.5;
	}
	[TEAM0]
	{
		StartPosX=1;
		StartPosZ=1;
	}
	[TEAM1]
	{
		StartPosX=2;
		StartPosZ=2;
	}
	[TEAM2]
	{
		StartPosX=3;
		StartPosZ=3;
	}
	[TEAM3]
	{
		StartPosX=4;
		StartPosZ=4;
	}
	[TEAM4]
	{
		StartPosX=5;
		StartPosZ=5;
	}
	[TEAM5]
	{
		StartPosX=6;
		StartPosZ=6;
	}
	[TEAM6]
	{
		StartPosX=7;
		StartPosZ=7;
	}
	[TEAM7]
	{
		StartPosX=8;
		StartPosZ=8;
	}
	[TEAM8]
	{
		StartPosX=9;
		StartPosZ=9;
	}
	[TEAM9]
	{
		StartPosX=10;
		StartPosZ=10;
	}
	[TEAM10]
	{
		StartPosX=11;
		StartPosZ=11;
	}
	[TEAM11]
	{
		StartPosX=12;
		StartPosZ=12;
	}
	[TEAM12]
	{
		StartPosX=13;
		StartPosZ=13;
	}
	[TEAM13]
	{
		StartPosX=14;
		StartPosZ=14;
	}
	[TEAM14]
	{
		StartPosX=15;
		StartPosZ=15;
	}
	[TEAM15]
	{
		StartPosX=16;
		StartPosZ=16;
	}
	[TEAM16]
	{
And gives me this error:
Image
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

You haven't closed it. :lol:
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LOrDo
Posts: 1154
Joined: 27 Feb 2006, 00:21

Post by LOrDo »

Das Bruce wrote:You haven't closed it. :lol:
No, im pretty sure I have...
Besides, this shows up AFTER spring starts, and to be exact, on the step "Opening map file".
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

post the WHOLE FILE.
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LOrDo
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Post by LOrDo »

smoth wrote:post the WHOLE FILE.
Err...that must mean im doing somthing very wrong, cause that is the whole file.

Thanks much Maelstroms SMD Creator *grumbles*
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

Code: Select all

   }
   [TEAM15]
   {
      StartPosX=16;
      StartPosZ=16;
   }
   [TEAM16]
   {
When bruce said "closed it" he meant your braces.

You need to finish off [team 16]

then put a "}" closing brace for that... then put a final '}' for:
[MAP]
{

Somthing like:

Code: Select all

   [TEAM15]
   {
      StartPosX=16;
      StartPosZ=16;
   }
   [TEAM16]
   {
      StartPosX=16;
      StartPosZ=16;
    }
}
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LOrDo
Posts: 1154
Joined: 27 Feb 2006, 00:21

Post by LOrDo »

Thanks! Worked perfectly, now it has an orange ambience with bluish-green fog...hehe.

EDIT: Also, just to bitch, geo vent rendering sucks :evil: .
Last edited by LOrDo on 04 Aug 2006, 08:05, edited 1 time in total.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

cool, in return for mah help I want moar shots :)
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

eh, wait a minute, [TEAM16]? you know that really means 17 spawn points, since the counting starts at zero, right? Spring doesn't even have support 17 players. Actually, try it out, tell me if it works...
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

team 17 is the gaia player aka neutral player
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Weaver
Posts: 644
Joined: 07 Jul 2005, 21:15

Post by Weaver »

Hardness = 100 will be very soft.

Notepad++ FTW
Image
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LOrDo
Posts: 1154
Joined: 27 Feb 2006, 00:21

Post by LOrDo »

Weaver wrote:Hardness = 100 will be very soft.

Notepad++ FTW
Image
Yah im aware of that, I think its more realistic that way. Really, if a nuke hits the ground, theres gonna be more then a tiny dip in the land... besides, its part of a strategy im working on, the lake walls are so steep that amphibs and hovers are useless, until you can find a way of making them smoother...you figure it out.

*goes and downloads notepad++*

Oh, almost forgot, maps compressed and ready up upload. Totalling at about 7.5mb, thats because it suffers from 1.0 compression...blame my dial up. I cant upload that much and this alone will take me up to an hour. Besides, the compression dosnt even show on the mountainous parts. And it dosnt exactly make the game unplayable.
Ive got a place to upload to, but i need the FTP url from that person, ao I cant do it right now. Pateince...

Normally I set off my downloads to go at night and come back in the morn to find my internet disconnected, program closed (Flashget), and downloads mostly done. Wont work with uploads though...(Unless someone knows a prog. that can, then I can give you a 1337 20mb high-quality version :D)

1 more thing, check back on the first post for screenies.
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

weaver, crop that shot, it is messing up the forum layout.
//me grumbles obout there being an available patch for phpbb... clean forum with no signatures yet images mess it up :\.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

a new thread for the release would be better IMO.
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LOrDo
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Joined: 27 Feb 2006, 00:21

Post by LOrDo »

Im gonna do just that, just to clear up the clutter.

EDIT: Ok, very weird problem. Now that ive compressed it to sd7, it cant read the files inside. Gives weird access voilation errors and crap. Any help?
Settings:
Image
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

LOrDo wrote:Yah im aware of that, I think its more realistic that way. Really, if a nuke hits the ground, theres gonna be more then a tiny dip in the land... besides, its part of a strategy im working on, the lake walls are so steep that amphibs and hovers are useless, until you can find a way of making them smoother...you figure it out.
A noble concept, but unfortunately it doesn't work(at least not the way that you intend for it to work). Units will not be able to move well because every time a peewee takes a piss you're gonna get a trench.
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Weaver
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Joined: 07 Jul 2005, 21:15

Post by Weaver »

smoth wrote:weaver, crop that shot, it is messing up the forum layout.
//me grumbles obout there being an available patch for phpbb... clean forum with no signatures yet images mess it up :\.
Done.

And for those that like the context layout I used, or want to use it as a base for their own.
http://homepage.ntlworld.com/botworld/u ... neLang.xml

And for those too lazy to google it.
http://notepad-plus.sourceforge.net/uk/site.htm
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