New Map - The Suburbs - Page 2

New Map - The Suburbs

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

Post by PicassoCT »

Goolash_ wrote:
PicassoCT wrote:Good worx, and welcome to the Citymapclub Goolash :D
Do we have a secret handshake? :-)

But seriously, is anyone (read=lathan\smoth\noize) working on urban features? i'm sure that as picasso said we would be swamped in city maps once those features are made available.
Lathan is work, Lathan should - well i am pretty shure he is doing something. He has posted a brilliant Picture in the Mapping Subforum - and since that day we have heard nothing. We could now take the Risky step of Provoking Lathan into a early Release, but ... this would also include the Chance to never ever hear of him again. So lets calm down - and wait, somebody has Pokercards here ?

PS: On Trenches the BUildings in Heightmap worked - not well, but good enough - so don`t stop trying ..
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Goolash_
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Joined: 25 Nov 2006, 16:26

Post by Goolash_ »

PicassoCT wrote: PS: On Trenches the BUildings in Heightmap worked - not well, but good enough - so don`t stop trying ..
Yeah, but that was because you made the texture yourself, trying to make houses work with the heightmap using an existing top-down picture is just out my reach, if someone can pull it off and make it look good he'll win ever lasting fame.
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smoth
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Post by smoth »

It doesn't work. The texture is horribly stretched and it shifts dramatically with lod.
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Goolash_ wrote:if anyone volunteers to make some features of houses and cars (then i can photoshop every single item off this map and replace it with features) he will have my eternal gratitude and every other map maker as well.
Smoth made some. Proof. Just ask him his. Warning: he will deny they're working, pretend it causes all kinds of pathfinding issues, FramePerSeconds drop issues, units getting pushed and remaining stuck issues. Don't let yourself be put off.
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hunterw
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Joined: 14 May 2006, 12:22

Post by hunterw »

Goolash_ wrote: Yeah, but that was because you made the texture yourself, trying to make houses work with the heightmap using an existing top-down picture is just out my reach, if someone can pull it off and make it look good he'll win ever lasting fame.
no one will ever pull that off using a heightmap, because any vertical surfaces will stretch a top-down applied texture to the point of looking ugly.

features are what are supposed to allow things like this, but the collision for them is rudimentary (boxes only), so all of your houses will have to be square.

in conclusion, wait for the new spring engine i guess :P
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

This should work as a LuaGaia script:

1. Raise the terrain where you want the buildings (doesn't haven't
to be aligned to the grid, put them at 45 degrees as in this map)

2. Add some lua mesh objects to cover the terrain and make it look
pretty (use relief mapping shaders for bonus points).

You won't be able to reclaim or destroy the buildings, but it should
look ok. If you really want to blow one up, torch the lua mesh model,
and flatten the ground with some more lua calls...

P.S. Here's a 20K triangle lua model (it is textured):
http://trepan.bzflag.bz/spring/luamodel.jpg
It was generated from a WaveFront OBJ model using:
https://taspring.clan-sy.com/svn/spring ... bj2lua.lua
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Goolash_
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Post by Goolash_ »

LOrDo wrote:*waits for trepan to come in and tell us it can be done with LUA*
You were right...
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

ME wants candy with every Map... can Lua do that ? ;)
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