Okay now that I know how mapmaking works, it's back to working on my map. It will be a 16x16 map with low hills, choppy water, snowy and icy ground, high winds, medium low metal. Here are some early first compile pics: http://www.maj.com/gallery/3dbricks/TASPRING/mmsc01.png
http://www.maj.com/gallery/3dbricks/TASPRING/mmsc02.png
I am in need of a few testers to try it out and give me feed back. Heres the map file. I ziped it so the Icy_Straits.sdz is inside the zipfile.: http://www.fileuniverse.com/?p=showitem&ID=1965
My current todo list is to re render the texture in Terragen so it doesn't have a shadow on the texture. Also I am going to fix the feature map, as well as add some features to it. I plan on making a type map for it as well. Well school ends in a week and then I will have more time to work on things.
Programs used to make it: Terragen, Gimp, and Mother's mapconv. Oh and only 512mbs of memory.
Icy Straits
Moderator: Moderators
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
Re: Icy Straits
From that image, it seems that the map has metal all over (some places more, others less) but the extraction radius is almost as small as a metal extractor. If so, i don't think that that is such a good idea...
TA 3D,
I downloaded your test map and I seen a few issues you will
need to fix. You might want to fix these issues from your .smd
file.
You should be outputting some where from .8 throught 2.2 for
a regular mex and a adv mex 4 throught 6 .
I use a setting between
65 - 100 depending on the map.
change " StartPosY " to StartPosZ" to get the player locations
in the right spot.
Those fixes are the major ones. These are things you might
wnat to try... up to you ...
- When making your texture bmp. When complete convert to
a .jpg . You can use Gimp2 for this. It can reduce the overall
file size.
- The color setting ... too white ... you can use MS paint ...
goto the color editor and select your color .. R G B ...
say your RED is 232
GREEN is 45
Blue is 56
You just just mulitple the color number by .39 and you
got you number for the SMD..
.91 .16 .22 .... Do you understand ...
I hope some of this info helps you out. I'll post more later ...
Time for work ... later ...
I downloaded your test map and I seen a few issues you will
need to fix. You might want to fix these issues from your .smd
file.
You might set it to .15 or (higher or lower depending of metal map)MaxMetal=15;
You should be outputting some where from .8 throught 2.2 for
a regular mex and a adv mex 4 throught 6 .
There is no set rules on this one .ExtractorRadius=45;

65 - 100 depending on the map.
On the start postions there is a typing mistake. You need to[TEAM0]
{
StartPosX=1024;
StartPosY=1024;
change " StartPosY " to StartPosZ" to get the player locations
in the right spot.
Those fixes are the major ones. These are things you might
wnat to try... up to you ...
- When making your texture bmp. When complete convert to
a .jpg . You can use Gimp2 for this. It can reduce the overall
file size.
- The color setting ... too white ... you can use MS paint ...
goto the color editor and select your color .. R G B ...
say your RED is 232
GREEN is 45
Blue is 56
You just just mulitple the color number by .39 and you
got you number for the SMD..
.91 .16 .22 .... Do you understand ...
I hope some of this info helps you out. I'll post more later ...
Time for work ... later ...
Ah ha theres Maelstorms mistake. His smd generator is outputing y values instead of z values for start locations. By the way I am going to remake the metal map. As for a bunch of the values in the smd, those are going to change. More like less then .5 for metal. As for the surface color, thats is kinda screwed up right now as seeing as it was compiled at .5 so that acounts for the lack of quality. I'm going to re render the texture with terragen. I have a big todo list for this map before i'll post more update. And the water is going to be changed to choopy foamy dark bluish green. But school comes first.