RorShock Available 4 Download - Page 3

RorShock Available 4 Download

All map release threads should be posted here

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

Post by aGorm »

What... give away my secret power of feature placement?!?!? Never!

(If you realy want to know, try and catch me on MSN. Maybe I'll update the Wiki some time soon to...)

aGorm
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

u r never on! (at the same timezone as me :x ) not that i want to now how to place features but still!
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Yeay the wiki needs more and more and more info :D
TARevenger
Posts: 111
Joined: 23 Jan 2005, 00:09

Post by TARevenger »

2 new ingame screenshots

images removed!

using the old map format

I use the wrong heightmap to render the so the texture got screwed up abit but it was only a test for the coast line appearence
Last edited by TARevenger on 16 Oct 2005, 05:24, edited 1 time in total.
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[K.B.] Napalm Cobra
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Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

Try lowering the water so we can see more beach and every explosion dosn't create a little puddle.
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

yeah, that looks good. try either lowering the water layer's maxheight or increasing the "fuzziness" of the maxheight. I can't wait to see it released!
TARevenger
Posts: 111
Joined: 23 Jan 2005, 00:09

Post by TARevenger »

I have 4 new screenshots with a maybe final texture, let me know

had to raise the heightmap to get some descent beaches and the water deep enough

Image

Image

Image

and I've tested the crater sizes by self destructing the commander on the lowest level of the island and no puddles
Last edited by TARevenger on 16 Oct 2005, 05:25, edited 1 time in total.
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Looks good!

Just a few awkward little puddles along the shore line, either connect them up to the rest of the water or remove them totally. Or turn them into nice sloping ramps to the water line for the really hill-challenged units.

Cant wait to play it!
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wired
Posts: 100
Joined: 10 Oct 2005, 21:02

Post by wired »

man how do you do that omgzor X_X
IMSabbel
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Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

looks MUCH better now.

One hint: it would be very useful to make beaches hints for the gameplay.
For example, limiting the the max slope of "white sand" to the max climb values of amphibious tanks, for example.
That way one can see at once where a landing is possible.

Too many terragen maps just slap the highfield & texture into the game just "because it looks good" without caring about the game mechanics...
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[K.B.] Napalm Cobra
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Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

Maybe if you made the beaches stretch out more, rather than being kind of steep like they are now.
TARevenger
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Joined: 23 Jan 2005, 00:09

Post by TARevenger »

the beaches could be a lesser slope than what they are now, but for now I'll leave them as they are for gameplay testing but from what i've seen during the testing i've been doing is amphibious tanks have no troubles getting in and out of the water, even bulldogs have got out as far as they can no probs.

as far as the features goes, wreakages I can get in easy the statue is harder the map has been crashing trying to load

TA 3D how did you get your statue ingame?

in features/all worlds dir I have commanderstatue.tdf containing

[commanderstatue]
{
world=allWorld;
description=Public Art; can anything go here?
category=monuments; what would go here
object=commanderstatue;
footprintx=6;
footprintz=6;
height=90;
blocking=1;
hitdensity=100;
metal=8204;
damage=640;
reclaimable=1;
featurereclamate=smudge01;
seqnamereclamate=tree1reclamate;
}

Objects3d dir contains commanderstatue.3do

and textures/tatex dir contains wreck005a00.BMP, wreck005b00.BMP, wreck005c00.BMP
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

I hope you used the shiny reflective textures for the statue...
SecurE
Posts: 87
Joined: 29 Apr 2005, 23:49

Post by SecurE »

One thing you might want to consider doing is testing how the OTA/UH units behave which haven't had their maxslope modified for Spring.

A XTA amphibious unit might be able to enter the water while an OTA/UH might not. Same thing applies for the ramps, though if you change it to fit OTA/UH is up to you obviously.
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Code: Select all

description=Public Art; can anything go here?
category=monuments; what would go here 
Should be:

Code: Select all

description=Public Art; //can anything go here?
category=monuments; //what would go here 
Spring probably stumbled over these. Otherwise, I see no obvious syntax errors. But as for the actual values, ask over in the Mods forum, as they are more likley to know about model/wrekage/feature design.
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

I have a feelking those arn't in teh actull file, there his coments on his post...

Its probablie because you have changed the category... just leave it a werkages, it does not effect how the game dispalys it or try and tell you its a wrekage, because the catogry is nthing to do with whats displayed... thats what the discription is (which yes, can be anything)

aGorm
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TA 3D
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Joined: 12 Nov 2004, 06:08

Post by TA 3D »

Okay how I got that statue ingame? Well in was increadibly simple. All I did was make the model, texture it, rename it as on of the crystal features from aGorm's acid bridge map, replace his crystal 3do model with my renamed statue model using 7zip, change the file extension back. Thats it. It uses the standard TA textures so you don't have to add a textures folder to the map file. Just take a look at aGorms map acid bridge if you want to know how to make features.

Though when I tryed it, the LOD flat distance bump is increadibly annoying to look at.
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

well

it should be quite ok if you just put the texture in the sd7 file, IIRC:
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

That's what was done for the crystals... they were customer textures.
TARevenger
Posts: 111
Joined: 23 Jan 2005, 00:09

Post by TARevenger »

I have 3 new screenshots with feature placements

Image

Image

Image

as you can see I got the statue in turns out 7zip compression was the problem had to set compression to "store" for it to work.

and the black smugde on the cliff was a dgun attempt on rock the surface.
I'll attempt to compile the full map in a couple of days

pitty my video card isn't good enough with everything on for a steady high fraterate
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