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RorShock Available 4 Download

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Gnomre
Imperial Winter Developer
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Post by Gnomre »

I don't think it would work, since it probably tries to place a FEATURE, not a unit :P (and commanders don't have corpses)

That doesn't stop him from creating a new feature definition that uses the armcom model, though... ;)
TARevenger
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Post by TARevenger »

Update

Here's the latest Render this is only one Island 16x16 in the new map format.

1024x768 images

Images removed!!

there are meant to be trees in there but i don't know why they aren't there
Last edited by TARevenger on 16 Oct 2005, 05:17, edited 1 time in total.
IMSabbel
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Post by IMSabbel »

which map converter are you using?
Because on the metalmap posted earlier, the green channel isnt used to assign tree positions....
Torrasque
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Post by Torrasque »

IMSabbel wrote:which map converter are you using?
Because on the metalmap posted earlier, the green channel isnt used to assign tree positions....
Those are ingame screenshot, the metal is always green.
Warlord Zsinj
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Post by Warlord Zsinj »

I think it might be worth making the hills a bit more brown, seeing as they appear to be quite high; making them more cliff-like then rolling grassy hills.
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aGorm
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Post by aGorm »

Possablie... BTW you still seem to have grass going into teh water? whats up with that? Are you rendering the hill out then pasting it into your map? If so try inverting the render verticly and then pasting it in.

aGorm
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TA 3D
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Post by TA 3D »

Dude! What did you do? Did you switch to that other program?(l3d or whatever it's called) I have looked at that, but doesn't make as good of looking maps as terragen. You should switch back to terragfen seeing you know how to use it. Just take a look at the map file I made with it. 10x better then the other program in quality. :wink:

http://www.fileuniverse.com/?p=showitem&ID=1473
IMSabbel
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Post by IMSabbel »

Torrasque wrote:
IMSabbel wrote:which map converter are you using?
Because on the metalmap posted earlier, the green channel isnt used to assign tree positions....
Those are ingame screenshot, the metal is always green.
I _know.

But i was talking about the zip file on the first page, which contained the raw metalmap (i.e. in bmp form)
TARevenger
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Joined: 23 Jan 2005, 00:09

Post by TARevenger »

I was using terragen

ok how does this look rendered in terragen using TA 3D's surface maps

images removed!

mind you the original didn't have any beaches just had straight grass to ocean so do we want beaches
Last edited by TARevenger on 16 Oct 2005, 05:20, edited 1 time in total.
Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

Love the cliffs, they look much better.

You don't necessarily need to add beaches, but it is clear that you can see tha the grass looks strange at the boundary with the water. Perhaps just giving it a bit of a "peetering out" of grass into dirt, which then sinks below the water?
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[K.B.] Napalm Cobra
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Post by [K.B.] Napalm Cobra »

Stuff off I liked the beaches.
IMSabbel
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Post by IMSabbel »

yah. beaches do A LOT for the visual quality.

Just add a terrain shader in terragen for terrain very little above sea level with low steepness...
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TA 3D
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Post by TA 3D »

WHOOPS! I bumped the power strip for the computers. Sorry to the people on the computers next to me! :oops:

WOW! It looks soo real... :shock: About the shore, you could add a surface texture that is confinded to certin hight limits so it only shows up there(something like a dirt/mud color), but you don't have to. Otherwise its looking sweet. The colors are simular to LUSH world, but I made them to look more like the river valleys in China that look almost identicle to it(Might have even been Cavedog's insipration for making the those maps).
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TA 3D
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Post by TA 3D »

TARevenger, I know you were looking for/making a commander statue. Well I was board and came up with this if you or anyone wants it. Its the Evo TA commander model, a quick base, and the first 3 wreckage textures from the type shown, arranged in a sorta shaded format so it will look better in game if your comp supports shadows. Though for some reason it was mirroring it in game, maybe it's because I was testing it using one of aGorm's maps that has features and it was using their settings.

http://www.fileuniverse.com/?p=showitem&ID=1589
Image

**Also if you want the map to have a shoreline, tell me and i'll be happy to add a shore/mud surface to my surface map file. Just send me a message and i'll get right to it.** :wink:
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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

wouldn't bronze textures fit it better?
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TA 3D
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Post by TA 3D »

Sure I could make textues, but that would take forever......... Heck if i'm going to do that, I might as well make the model better. Also this gives it a kinda funky stone effect. Lets think "traditional" here. The bronze version allways looked a little funky. Can someone post a sc of it in game on a comp that has shadows enabled please?
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FizWizz
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Post by FizWizz »

For Terragen I found a pretty nice way to make beaches.
Just make a beach layer in the surface maps like so (assuming you make the water level=0:
Image
make sure to place you water layer farther down on the surface heirarchy, and adjust the transition sharpness to however smoothly you want the sand and water to blend.
TARevenger
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Joined: 23 Jan 2005, 00:09

Post by TARevenger »

I have 2 images rendered in terragen with beaches let me know if one of them looks good enough to use or needs improvement

images removed!

Can someone post a tutorial somewhere for placing features in maps wreakages, rocks and custom features?
Last edited by TARevenger on 16 Oct 2005, 05:20, edited 1 time in total.
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[K.B.] Napalm Cobra
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Post by [K.B.] Napalm Cobra »

Lets see it in game first.
IMSabbel
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Post by IMSabbel »

They LOOK cool.
But it depends on the hight of the water. Eventually i would lower the max height of the sand texture a bit, but without the ingame water, its hard to judge.
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