If you use L3DT... - Page 2

If you use L3DT...

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

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

Re: If you use L3DT...

Post by Forboding Angel »

I've been telling you guys forever that it makes mapping a breeze if you just listen to me and follow the instructions on the bundysoft wiki. Nice to see some people actually trying it other than just us old dogs :-)

One of the main benefits of l3dt being an all in one package for me is that the maps I need to make for evo are gonna be 28x28, and I need 20 of them. Tall order in any case, however thanks to the very nice way that l3dt handles hueg images and whatnot, it will be a breeze now.

Now I need to make a map that steals the popularity of EE-Riverglade (btw kids you can thank Fang for the original idea and concept of that map :-)).
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: If you use L3DT...

Post by Forboding Angel »

Epic double post.

Just wnated to point out... Sapphire farking rules!
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: If you use L3DT...

Post by Otherside »

one thing in the smd part i have fog set to a value of 0 and the color white why do i keep getting fog on my map :S

thats the only gripe i got atm and dunno if its an l3dt problem :s
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: If you use L3DT...

Post by Forboding Angel »

SMD has always been higher the number less fog. Smaller the number, more fog.

And no, that would be a spring problem (if you can call it that), not an l3dt problem.
Atorpy
Posts: 41
Joined: 11 May 2006, 08:57

Re: If you use L3DT...

Post by Atorpy »

Hi All,

Just a quick update: Since my last post here, I've added an attributes map brush to the 3D editor. This should make it much easier for mappers to properly texture artificial features like roads, retaining walls, dams, etc.

Here's a screenshot of an asphalt road and a concrete retaining wall made using the bulldozer heightfield tool and the attributes map brush (this is shown after lighting and texturing):

Image
(clicky for high-res image)

These updated tools are included in the latest developmental builds of L3DT. More info on the attributes map brush and screenshots of it in action may be found in the dev weblog.

Cheerio,
Aaron.
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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: If you use L3DT...

Post by SirArtturi »

One question conserning the texture generator... Why does it scale my 128x128 tile file to bigger tiles and not create tiles with this value...

Im creating textures from 1153x641 heightmap to 9224x5128 texturemap using 8x high res quality option and 512 mosaics.

This has been happening occasionaly when using many layers and many different texturetiles... Now i need to make my maps layer one by one...
Atorpy
Posts: 41
Joined: 11 May 2006, 08:57

Re: If you use L3DT...

Post by Atorpy »

Hi SirArtturi,
SirArtturi wrote:Why does it scale my 128x128 tile file to bigger tiles and not create tiles with this value...
The SMT/SMF plugins basically don't support texture tile-sets; they overwrite the tile map such that each pixel value is unique, and hence each pixel in the final SMT texture file is unique and not repeated elsewhere in the map.

If the community would like support for cloned / repeated areas in the texture map, I can probably rig something up along the lines of the current metal map patch placement system.

Cheerio,
Aaron.

PS: SirArtturi, the line brush you requested is ready, and will be included in the next release.
Atorpy
Posts: 41
Joined: 11 May 2006, 08:57

Re: If you use L3DT...

Post by Atorpy »

Hi Everyone,

The stable release of L3DT 2.5c is now out (see here for more info). This release includes all the updated Spring plugins, stable multi-core support for normals/light/texture map calculations, the attributes map brush in the 3D editor, an improved and simplified climate/material texturing system, and may other tweaks and bug-fixes.

Feedback is most welcome.

Cheerio,
Aaron.
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: If you use L3DT...

Post by hunterw »

SirArtturi wrote:One question conserning the texture generator... Why does it scale my 128x128 tile file to bigger tiles and not create tiles with this value...

Im creating textures from 1153x641 heightmap to 9224x5128 texturemap using 8x high res quality option and 512 mosaics.

This has been happening occasionaly when using many layers and many different texturetiles... Now i need to make my maps layer one by one...
there's some setting in the climate you have to find to make it a 1:1 ratio but i forget where it is
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: If you use L3DT...

Post by Forboding Angel »

It's a setting in the Climate Settings. But I have no idea why you would want to do 1:1 as layering and bumpmapping look 1zillion times better.
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