Not Finished, but please look and read.

Not Finished, but please look and read.

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

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

Not Finished, but please look and read.

Post by aGorm »

Image

Ok, this is no-were near done, however, this is a map me and Warlord Zsinj have been working on. Well at the mo mostly me, but he's doing the moddels for the trees (currently I just have his test tree.

If you want to see this done properly then you need to:

1) Get Warlord to make the trees :-)

2) get SY's to make the changes I need in this thread:
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2627

Feed back and stuff apeciated too!

aGorm
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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

DAMN ...


The trees look very big .... :shock:


It looks like its going to be a very cool map when its complete.


Also, I have a question, about the tdf file. I've been trying to
add features and the TA Spring just crashes.
I've added a Objects3d folder and add the 3do fil to it.
An I make a features folder. In the features folder I add
a All Worlds folder and a corpses. I've been adding my
tdf file to the All worlds folder.

An chance can you post a example of your .tdf file?
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

It aint all workin though its destryable and reclaimable dispite the tags

[tree1]
{
world=All Worlds;
description=Large Tree;
category=arm_corpses;
object=tree1;
footprintx=32;
footprintz=32;
height=600;
blocking=1;
hitdensity=0;
metal=200;
damage=500;
flamable=0;
reclaimable=0;
featurereclamate=smudge01;
seqnamereclamate=tree1reclamate;
indestructible=1;
}
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

How do the tree tops look? What happens when the camera pass into a trunk?
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Like I said tehers a lot of work

Tree tops dont currently exist but im puuting teh above the camera in OTA view to stop them gettin in teh way

There will be a forest cky box

Camer in trunk makes tree invisible, which is handy to tell teh truth
(unless theyll let me have more than one peice trees, so taht i can just have most of it dissaper , that would be even better)

Hopefully teh always renedr will sort haldf the problems (lie curently if teh ground plate ain in view nither is teh tree... always renedring will solve that)

aGorm
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Weaver
Posts: 644
Joined: 07 Jul 2005, 21:15

Post by Weaver »

That looks great, I knew you had something up your sleeve.
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

hahaha... how cute.
(like they falled into another dimension).

now that's what minispring is about. (big maps, not small units).

but we dont care bout minispring buggy, we want you to give us sharpmap!! :p

e: is that a human feet mark?
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Isaactoo
Posts: 124
Joined: 08 Dec 2004, 21:53

Post by Isaactoo »

Looks like a neat map. Kinda looks like Redwoods (with miracle grow :-) )

I don't get why features seem to get better collision detection them buildings.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

I'm working, I'm working!

I think we should add a thick white mist to the map though, aGorm...
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

I was all for nukelear deforistation... but i think i might actually need it for those tree's.

Also, i was wondering if you could reclaim tree's, and how much enegy per tree there would be?
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

No, the trees are meant to be indestructible features of the map. You are meant to fight around them, not through them.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

maybe you should add a few zeros to the damge=500 aGorm, and I dunno about adding a thick whtie mist, maybe soemthign more earthy in colour than white. And maybe if the trees where a little browner, with a more golden light as if the suns shining through leaves.

As for no alpha blending so sun can pass through the leaves, maybe if you made the trees so tall that you could put the leaves in the skybox, eliminating the need for alpha blending.

And maybe someone else could think about modelling a few other knick knacks like bushes or random thigns like those mushrooms that grow on the side fo trees, or creeping plants.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

The thick white mist would make it seem more like a forest/jungle; it would help with issues where Spring is unable to render into the distance, and it would not be a problem with gameplay, because your LOS is reduced to just infront of you anyway, because of the thick trees.
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aGorm
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Joined: 12 Jan 2005, 10:25

Post by aGorm »

Alantai, we got so many ideas of how to do this theres no point suggesting, cause we thought of it all already!

Other than teh actull terrain and trees, this is nothing realy like what teh map will look like, so bare that in mind...

aGorm
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Some brushy plants to take over the current small ugly tree position would make this map own bones.
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Storm
Posts: 443
Joined: 12 Sep 2004, 22:23

Post by Storm »

My personal opinion is that it's utterly awesome.
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Once finshed it will have rocks, bushes, swampy water if i can manage, aswell as the seriosly cool tall trees. However, you all need to point the SY's to this topic : http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2627 cause I can't go much thouther without these additions :-) They will so hate me if everyone PM's them, so feel free to. :-)

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

Post by aGorm »

Whiles't Im here... another screeny (showing more graphical bugs... but hay)

Image

Speach bubbels are not included in final product.

aGorm
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

leaves! giant leaves fall if you "disturb" the ancient trees! (and destroy half of your base!).

and commander! thats not a rock... THATS POO!!! (dirty giant insects!)

some trees seem very small now, correct to ancient size inmediatly!

hey someones messing with font sizes here!
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

the sticks are not the moddels just some random stuff that it places because there outside the draw distance or somthing

and its a rock maybe i need to darken teh texture and make more grey?? :-)

aGorm
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