Request to modelers - Page 2

Request to modelers

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

Moderator: Moderators

User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Well It appears that you, I and mother are all in the same boat. lol

I have talked to mother quite a bit in the past few days about this stuff. It was kinda nice to know that he agreed with me.

Drexion, bigsteve, decimator (I think he was one of the ones), mother and about 6 others refused to play on my 5 meg version of that map. lol

drex told me to revert to V2 or die lol, so I said "fine with me" :)

Speaking of deci, I believe that road to war is about to get one hell of a facelift. I've been bugging him about it for a week now :D PPl will still play that map no matter what size it is. It's like wide open combat except much more interesting :D Needs trees :D

I like my trees :P
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

aGorm wrote:You missed a trick there zwzsg... you used my map!! SOrry, but I am ROFL...
Uh? "used your map"? I don't get it. Bah, ok, so on your map feature are made impassable by changing the terrain. Nonetheless the shot you posted prove it's possible to have units coming near tall features. And on the test with my features and my map I saw that the engine used the feature footprint for collision with unit. So tall buildings are fine. QED.
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Actully... I've just spoken to zaphod. Funny thing is, he rekons that units and features use either teh uard map (and as only units can have a yard map...) or if no yard map is pressent then they use sphreical collison detection (I've also been told to use that word losly, cause actull collision detection and pathfinding are different systems)

The trees in that map are NON BLOCKING. you can infact walk stright through one, were it not for teh fact theres a hill and voided terrain in the way of you doing so.

Bare in mind those trees are like 20 x 20 at teh botem but are a few hundred high... I think I'd dam well know what Im on about here.

aGorm (PS that big tree map... well its kinda comeing at some point... im affraid im striving for perfection...)
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

having looked at some Spring code you might also like to know that there is now a GAIA player team.
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Last time I checked Spring didn't read correctly hole in yardmap. If by yardmap you mean footprint then I agree with you (save that feature do have footprint).
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Grovey baby... does this mean that im gonna have to re do everything again?? :shock:

aGorm
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

no but now I know that it'll be easy for me to make the Engine add units then if the unitname cant be found add a feature instead when loading maps.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

One thing I would love is to be able to do is start players out with live units, for campaign uses.
User avatar
Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

That can easily be done via the already implemented Lua scripting.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Trout Farm

Post by Pxtl »

Want Trout Farm! Bring back Trout Farm! Giant features, little fields of metal to harvest, and a big chaotic sea in the middle - what's not to love?
Post Reply

Return to “Map Creation”