
The big post about campaigns
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Re: The big post about campaigns
You seem to be doing a good job of coordinating things 

- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: The big post about campaigns
Final, use the smd file from small divide remake. The sun and shadowing settings are what you need to line up correctly with the shading on that texture.
There isn't any shadows on the texture, it's jsut shading, which looks really really neat when combined with the smd settings i recommended.
There isn't any shadows on the texture, it's jsut shading, which looks really really neat when combined with the smd settings i recommended.
Re: The big post about campaigns
Ok, I finally pulled myself together and tested what it looks like (with the correct sun position and all), and indeed it is a few notches fancier than my texture map. One thing is quite bothering though and that is the lack of metal spots. While there is a metal map view in Spring, the new (and why not old for that matter) player probably wants to see the metal on ground as well. If this were to be fixed (well I *suppose* I could do it as well) this texture map would be most usable.
Just never ever go change the theme again without agreement (I wanted marsey, damnit).
Edit: One more thing. I noticed some weird jaggedness occurring with this texture that did not appear with my texture. I have a screenshot here:

I don't know if it's the texture map itself or my graphics or compile settings, and of course it's not a big deal, but it would be good to know if there's some way to make it go away.
Just never ever go change the theme again without agreement (I wanted marsey, damnit).

Edit: One more thing. I noticed some weird jaggedness occurring with this texture that did not appear with my texture. I have a screenshot here:

I don't know if it's the texture map itself or my graphics or compile settings, and of course it's not a big deal, but it would be good to know if there's some way to make it go away.
Last edited by Fatal on 29 Jul 2008, 18:01, edited 1 time in total.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: The big post about campaigns
dude... add metal spots to it...
Open png in photoshop or gimp, maek add metal spots. Recompile.
Your original tex was far from marshy, hell I about used a mars climate for it. I don't remember you ever saying marshy before I posted that link.
Feel free to ask behe or noize to do it for you. They are both excellent with map texturers.
Open png in photoshop or gimp, maek add metal spots. Recompile.
Your original tex was far from marshy, hell I about used a mars climate for it. I don't remember you ever saying marshy before I posted that link.
Feel free to ask behe or noize to do it for you. They are both excellent with map texturers.
Re: The big post about campaigns
Sorry, I didn't mean to insult in the slightest bit, bloody internet making words sound rude.
Thanks a great lot man for helping.
Also I don't think the texture map I slapped together was quite THAT bad. I mean I looked at some of those mars rover pictures, and the colour shades and such I used were somewhat close to the ones in those NASA pictures. Of course, when I say 'marsey' I basically mean just a reddish planet looking map, not a mars replica.
And no, it indeed appears that I didn't say that the map was supposed to be marsey, but as you can see from my original texturing, that's what I was after. Heh, as I said, no biggie.
...just don't do it again or it's the last texture map you'll make.
KIDDING, KIDDING!
Thanks a great lot man for helping.
Also I don't think the texture map I slapped together was quite THAT bad. I mean I looked at some of those mars rover pictures, and the colour shades and such I used were somewhat close to the ones in those NASA pictures. Of course, when I say 'marsey' I basically mean just a reddish planet looking map, not a mars replica.
And no, it indeed appears that I didn't say that the map was supposed to be marsey, but as you can see from my original texturing, that's what I was after. Heh, as I said, no biggie.
...just don't do it again or it's the last texture map you'll make.
KIDDING, KIDDING!
Last edited by Fatal on 29 Jul 2008, 18:08, edited 1 time in total.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: The big post about campaigns
The jaggedy is either a compile error, or an error with your gfx card as it is not on the png that I uploaded.
Edit: O and don't worry about it. If I was gonna get butthurt over it I wouldn't have done it in the first place... That said, wow, that looks really neat
Edit: O and don't worry about it. If I was gonna get butthurt over it I wouldn't have done it in the first place... That said, wow, that looks really neat

Re: The big post about campaigns
Yes, I know it is most unlikely that the problem is in the texture itself, as it would be illogical too. I'll mess around with compile and graphics options a little bit.
One not completely unrelated question:
Does it matter what compression level I pick in the map compiler? Currently I have it set at 0.9, so it's almost maximum. Does it lower the final map size (even though it all is run through 7zip ultra compression in the end)? Does it simplify the height and texture maps or just keep things lossless as it probably should?
I'm asking because compiling takes a minute or three, and I figure it's the compression that's taking time.
One not completely unrelated question:
Does it matter what compression level I pick in the map compiler? Currently I have it set at 0.9, so it's almost maximum. Does it lower the final map size (even though it all is run through 7zip ultra compression in the end)? Does it simplify the height and texture maps or just keep things lossless as it probably should?
I'm asking because compiling takes a minute or three, and I figure it's the compression that's taking time.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: The big post about campaigns
Ack, fail.
Use c 0
compression should ALWAYS be 0. The compressor in mapconv fails utterly (and probably explains the crappyness in the top left). Post a recompiled screenie pls. I'd like to see it. That explains why the bumpmapping looks so wierd.
For a 16x16 map using a generated texture, generally the filesize will be 20 - 27 megs.
Use c 0
compression should ALWAYS be 0. The compressor in mapconv fails utterly (and probably explains the crappyness in the top left). Post a recompiled screenie pls. I'd like to see it. That explains why the bumpmapping looks so wierd.
For a 16x16 map using a generated texture, generally the filesize will be 20 - 27 megs.
Re: The big post about campaigns
No one ever tells me about these thingsForboding Angel wrote:Ack, fail.
Use c 0
compression should ALWAYS be 0. The compressor in mapconv fails utterly (and probably explains the crappyness in the top left). Post a recompiled screenie pls. I'd like to see it. That explains why the bumpmapping looks so wierd.
For a 16x16 map using a generated texture, generally the filesize will be 20 - 27 megs.

The Spring mapping (and scripting for that matter) tutorials seem to be quite lacking, but as long as there's you to cover me up, I'll be good.
OK, I'll recompile and see what happens.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: The big post about campaigns
is ok 
You really can't be expected to know tbh. It's just something you kinda figure out as time goes by.

You really can't be expected to know tbh. It's just something you kinda figure out as time goes by.
Re: The big post about campaigns
Wow! You were 100% right! The difference is magnificent! No more weird effects or any stupid crap.
Some screenshots with varying levels of zoom:


Now I'll just add the metal spots, declare the map finished and move 100% onto scripting, with which I need massive help, mostly due to the lack of LUArules help material.
Regarding this I'll make a post in the following thread:
http://spring.clan-sy.com/phpbb/viewtop ... 23&t=15596
EDIT: also water colour needs fixing.
Gah, my metal texture is barely recognisable from the snow. I guess rookies oughta learn to use the metal map right away, then!
onto scripting stuff.
Some screenshots with varying levels of zoom:






Now I'll just add the metal spots, declare the map finished and move 100% onto scripting, with which I need massive help, mostly due to the lack of LUArules help material.
Regarding this I'll make a post in the following thread:
http://spring.clan-sy.com/phpbb/viewtop ... 23&t=15596
EDIT: also water colour needs fixing.
Gah, my metal texture is barely recognisable from the snow. I guess rookies oughta learn to use the metal map right away, then!
onto scripting stuff.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: The big post about campaigns
look at the evorts maps I released a short time ago. There is a metal spot feature that can be placed, which means that it is shiny, and stands out a lot from any terrain, looks real nice too.
I wish I could help on the scripting side. I really do, but unfortunately I'm not so awesome in that area. I do wish you luck tho.
BTW I'd be happy to do more renders for you if needed in the future. Just post a heightmap and tell me what you want the terrain to look like.
I wish I could help on the scripting side. I really do, but unfortunately I'm not so awesome in that area. I do wish you luck tho.
BTW I'd be happy to do more renders for you if needed in the future. Just post a heightmap and tell me what you want the terrain to look like.

Re: The big post about campaigns
That's a deal, Mr. Angel!
I suppose you don't use any instant messaging programs?
Also, I noticed those weird jagged lines again. I think it has something to do with the sky and the surface being reflective or something. Probably fixable with the SMD. It probably isn't a compiling error or a problem with the graphics. Weird that this didn't occur when I took the last batch of screenshots.
I suppose you don't use any instant messaging programs?
Also, I noticed those weird jagged lines again. I think it has something to do with the sky and the surface being reflective or something. Probably fixable with the SMD. It probably isn't a compiling error or a problem with the graphics. Weird that this didn't occur when I took the last batch of screenshots.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: The big post about campaigns
Nope, sorry, don't really use IM much. Just pm me. I have to check them fairly often because of all the board warnings anyway, so it's a pretty good way to get ahold of me.Fatal wrote:That's a deal, Mr. Angel!
I suppose you don't use any instant messaging programs?
Also, I noticed those weird jagged lines again. I think it has something to do with the sky and the surface being reflective or something. Probably fixable with the SMD. It probably isn't a compiling error or a problem with the graphics. Weird that this didn't occur when I took the last batch of screenshots.
My guess is that it is a graphics card error, Especially if it's intermittent.
Re: The big post about campaigns
I just came here to tell that I'm not dead and this project is still alive, but that I've been busy with school. If someone wishes to teach me how to use LuaRules, I'm sure I could get on this a lot faster, not having to figure out everything myself.
Re: The big post about campaigns
the mission and campaign system is almost ready and quantum is working on a mission editor which should be pretty good :) you can already make few things ask quantum if you want to test it etc
Re: The big post about campaigns
Well I can see that a lot has moved along since the original posts, but I had to say the following: NOTA has been mentioned several time for having missions, and it was just ignored. WELL GUESS WHAT! NOTA's Campaign has now been underway for some time. You want a campaign? help make it happen.
Further more, CA is constantly changing so it is not ready for a campaign as it may get turned on it's head the following day. BA gameplay is not a consistent gameplay as the fundamental resource income changes from held mex and battle field wreckage to an exponential mm econ which will then power a nano based spam of what ever unit you chose to win the battle buy undeniable numbers of spam. You want a mod will a well worked out econ whose development is in the finishing stages? NOTA is here and has been the third most played mod is spring. People love it but its complexity makes it hard to pick up with out a strong tutorial.
scratch, Glad to here the mission builder is almost ready :p
Further more, CA is constantly changing so it is not ready for a campaign as it may get turned on it's head the following day. BA gameplay is not a consistent gameplay as the fundamental resource income changes from held mex and battle field wreckage to an exponential mm econ which will then power a nano based spam of what ever unit you chose to win the battle buy undeniable numbers of spam. You want a mod will a well worked out econ whose development is in the finishing stages? NOTA is here and has been the third most played mod is spring. People love it but its complexity makes it hard to pick up with out a strong tutorial.
scratch, Glad to here the mission builder is almost ready :p