RorShock Available 4 Download
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- Posts: 111
- Joined: 23 Jan 2005, 00:09
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
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.
- [K.B.] Napalm Cobra
- Posts: 1222
- Joined: 16 Aug 2004, 06:15
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- Posts: 111
- Joined: 23 Jan 2005, 00:09
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



and I've tested the crater sizes by self destructing the commander on the lowest level of the island and no puddles
had to raise the heightmap to get some descent beaches and the water deep enough



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.
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...
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...
- [K.B.] Napalm Cobra
- Posts: 1222
- Joined: 16 Aug 2004, 06:15
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- Posts: 111
- Joined: 23 Jan 2005, 00:09
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
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
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
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.
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.
Code: Select all
description=Public Art; can anything go here?
category=monuments; what would go here
Code: Select all
description=Public Art; //can anything go here?
category=monuments; //what would go here
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
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
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.
Though when I tryed it, the LOD flat distance bump is increadibly annoying to look at.
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- Posts: 111
- Joined: 23 Jan 2005, 00:09
I have 3 new screenshots with feature placements



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



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