Here we go again...

Here we go again...

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

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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Here we go again...

Post by aGorm »

Image

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However this time it will be finished. Just a shot of how the new Tree map is coming along, as you can see... Miles better than the old one.

Currently there arn't enough trees, so I'll be upping te hdensity (prob to about double) and most of the trees are the same size... I'm goona re scale and rotate them a bit for more variety.

I also need to moddel a hell of a lot of ground folige...

But it is coming!

aGorm
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

aGorm, those trees look awesome 8)
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

...and all we needed was texture transparency.

How are you working out the collision detection "issues" involved?
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

There arn't any... well, no more than on Lan Stans swamp map anyway.

aGorm
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

Yeah, you know this is quite often asked - and you could have used the searchfunction of the board. But here is the Answer - the "unnamed" Screenshots with the Trees are of Agorms Treemap. Yes it will be released soon. How soon ? No Idea.. just ask Agorm.


Oh, its Agorm posting.. - sorry i shouldn`t use this Copy&Paste Answers after every Treemap Screenshot...

;)
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

In light of them fixing shadows... More screens shots! Im in a good mood :-)

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LONG LIVE THE DEV'S.

aGorm
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

Named Screenshots... big sigh of Relief.. Thx Agorm and great Stuff.. only missing ...



Release..
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Quanto042
Basically OTA Developer
Posts: 778
Joined: 22 Feb 2006, 03:01

Post by Quanto042 »

OMFG. The most beautiful map in the history of of spring.

My eyes water in its presence.
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LBPB
Posts: 119
Joined: 25 Aug 2006, 10:27

Post by LBPB »

omg top notch !

sweetest map ever
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hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Post by hrmph »

very nice.
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LathanStanley
Posts: 1429
Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

Are the water alpha channel reflections working right on features? :shock:

I can hardly tell?

anyways, its pretty nice, I'd add a tad more than just the trees though myself, it looks to be worth the effort to put the extra 10% in.. :wink:
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Runecrafter
Posts: 148
Joined: 30 Oct 2005, 00:23

Post by Runecrafter »

LathanStanley wrote:Are the water alpha channel reflections working right on features?
No they are not. If you look at the 3rd screen shot you can see square reflections from the tree tops in the water. I remember seeing the same prob on your map BlackLake Swamp. :(
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

However shadows are fixed. Im goona start bugging teh devs on the water next... :-) Along with make a load of ground folige and rocks.

A mappers job is never over...

aGorm
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LathanStanley
Posts: 1429
Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

aGorm wrote:A mappers job is never over...
aGorm
tell me about it.. :roll:
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Oh, and yhe... Theres a hell of alot more features to add... rocks, shrubs, rocks on shrubs, frens, ferns on rocks on shrubs, Knights that say "Ni!", ... the list goes on.

aGorm
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

aGorm wrote:Oh, and yhe... Theres a hell of alot more features to add... rocks, shrubs, rocks on shrubs, frens, ferns on rocks on shrubs, Knights that say "Ni!", ... the list goes on.

aGorm
Don`t forget the little white picket fence for that shrubery :wink:
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aGorm
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Joined: 12 Jan 2005, 10:25

Post by aGorm »

Hummm... finaly got some folidge down... though at teh moment this reduces my FPS to about 20 in top down and about 10 if I'm in a more secaninc shot. So some of teh folidge will have to go. (Never mind, just means I'll have clearings, which you get anyway)

Oh you wan't a screeny of it??

Image
Bob couldn't see the wood for all the trees...

aGorm
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Boirunner
Kernel Panic Co-Developer
Posts: 811
Joined: 05 Feb 2007, 14:24

Post by Boirunner »

Words phail me. Wow.
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Well.. this is (if we assume we start takeing time from when I first made the first version of the tree map) about 2 years in the making...

Seeing as you made me happy... More screens! Fixed up the folidge.. tehre are now only 11000 feature (aprox) on the map insted of 20000.

Currently ferns are crushable by peewees... I need someone to explane how the hitdensity works. Is it casue the ferns currently have to metal value that a high hit density doesn't stop them being crushed? Obviosly I'd like big thing to cruch them but peewee... they can walk around. :-)

Image

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aGorm
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Boirunner
Kernel Panic Co-Developer
Posts: 811
Joined: 05 Feb 2007, 14:24

Post by Boirunner »

I can't wait to play this. I didn't even know such things were possible with the Spring engine. It's sad that I won't get to play it at the settings that were used to make the screenshots at over 10 fps. :(
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