..: New Map :.. BlackLake Swamp - Page 4

..: New Map :.. BlackLake Swamp

All map release threads should be posted here

Moderator: Moderators

User avatar
Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

I'm suprised their not less stuff going wrong on this map. It plays very very cool.
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

:shock: :shock: :shock: :shock: :shock: :shock:

You should get some kind of award for this. It is absolutely amazing.

I am hereby instituting the Spring Wall of Fame! (to be exclaimed with great dramaticism and music)

.:Wall of Fame:.

Lathan Stanley
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Well, I just looked for all the problems I had to see if you'd missed anything. :-) Glad its all working! Now I just have to go cry over the fact I won't be releasing anything that good atleast till christmas...

aGorm
User avatar
Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Post by Noruas »

Map of 2006 probably is the award.
User avatar
LathanStanley
Posts: 1429
Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

skyboxes are the evil.... urgh
the skybox may get an "indefinate release" date lol....

its.. the most, weird, thing I've ever dealt with... :|
User avatar
Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Perhaps you could ask Picasso to design it for you? He's the king of interesting skyboxes ;)
User avatar
LathanStanley
Posts: 1429
Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

Dragon45 wrote:Perhaps you could ask Picasso to design it for you? He's the king of interesting skyboxes ;)

I can draw it, and stuff... heck, I have one...

but it WILL NOT render right on the f'in game..

I mimic'd his jpeg, and covered in swampish stuff...

and yeah, it'd work if the damn game would render it right...

its all HUGE pixels and stuff
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

umm lathan, does this suit your fancy?

Image
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

oh and btw, me = made of win 8) hehehe

in case anyone didn't notice, I just figured out how to make skyboxes.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

F.A.: I think that the skybox needs to include some "sky" at that angle- the trees on the box are entirely out've scale with the map, and make it feel unrealistic. Also, it needs more of the fog color blended into it, to make it feel blurry and at a distance. I'm glad you've learned how to make 'em, though- they can really give a map that last bit of perfection if well-done :-)
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

Send me some tips on Skyboxes, and I will hand-paint the images necessary for them. Honestly. We need them desperately, and if I can't do it effectively on computer, I'll be damned if I am left out.
User avatar
LathanStanley
Posts: 1429
Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

the problem I'm having is this:


to generate a skybox thats "believeable" from anywhere on the map, you have to have a FAR , VERY VERY FUCKING FAR! start line for anything but ground texture..

I.E. your brain and eyes will percieve it as a backdrop if it dosen't change its Field Of View as the camera moves, UNLESS!!!! its justified as VERY FAR, I.E., a planet....

meaning, there is a VOID! of ONLY ground tex, and sky from the map to the skybox, meaning.... the skybox "trees" have to be VERY small, and at a VERY far distance...

what happens? it leaves a GAP in the trees and foliage thats so damn huge, it makes everything look retarted..

if it was a map that didn't require a distance, I.E. a map like asteroids in space, I'd do it, and use it....

but for now, since frankly it makes EVERYTHING look retarted, no.

no skybox.

here's a pic to describe what I mean...

Image
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Lathan, why not just fake DOF by rendering it out and then blurring it considerably? After all, between the fog fading map features out and the skybox, it'd come down to that. It'd just look fugly when at the map's edge, but there's little that can be done about that in an engine that allows the freedom of camera views that Spring does.
User avatar
LathanStanley
Posts: 1429
Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

cause frankly, I've worked too hard, and don't care anymore..

maybe tomorrow... hmmmpmmh
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Sleep is good. I need to get some too- I'm getting to the "grumpy snappish Argh" phase again :P
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

You could use a low res version of the map texture as the bottom face of the skybox, this would help it blend in. Thats if I am interpreting what you mean correctly :wink:
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Just sopmthing to consider... you can place features outside the playing field, by moving the objects away from there center points, thus making them appear outside the map. You could use this to put real trees into the near void, and then it might jsut work. You could also technicly build terrain out of features...
aGorm
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

You don't need much sky showing, but it would be cool to have shafts of light coming down from amidst an overhead canopy...

I also think that the skybox should be a bit more blurred so that it isn't disorienting when placed against similarly coloured and rendered features.
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Only thing btw with that screen shot is... it looks like your in a miniture forest, thats under neath a REALY huge tree (one about teh size of a small moon... (thats no moon, its a battle station...))

Also, I think teh map looks far more like its set ing an open swap area with lots of trees... not a dense forest. Or is that just me.

aGorm
User avatar
Quanto042
Basically OTA Developer
Posts: 778
Joined: 22 Feb 2006, 03:01

Post by Quanto042 »

aGorm wrote:Only thing btw with that screen shot is... it looks like your in a miniture forest, thats under neath a REALY huge tree (one about teh size of a small moon... (thats no moon, its a battle station...))

Also, I think teh map looks far more like its set ing an open swap area with lots of trees... not a dense forest. Or is that just me.

aGorm

Seems like a swamp to me, and to be honest, i dn't think this map needs a skybox. The features provide enough atmopshere to keep the map alive. And i always felt the sky settings u made for the map actually fit well anyways.
Post Reply

Return to “Map Releases”