Map edges, how can they be fixed? - Page 2

Map edges, how can they be fixed?

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

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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Map edges, how can they be fixed?

Post by PicassoCT »

The problem is the zoom out- so why not use use google maps to search for a outside satelite image of the same colour, and then zoom out with loads of blur and clouds, asking yourself the one question:
Will it blend?
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Petah
Posts: 426
Joined: 13 Jan 2008, 19:40

Re: Map edges, how can they be fixed?

Post by Petah »

+1 for procedural maps

another idea is to repeat the map outside of the map area, but fade the texture to black.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Map edges, how can they be fixed?

Post by knorke »

lolbump.
quick test with fog of war widget, just made everything outside the map black (=unexplored)
bottom and right edges of the map are "visible" here:
Image
outside the map its black. you cant explore that!

you could also draw stuff there:
Image

Image
though you would probally want to use something better then a million flashing rectangles :roll:
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Map edges, how can they be fixed?

Post by smoth »

that is pretty cool knorke!
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Das Bruce
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Joined: 23 Nov 2005, 06:16

Re: Map edges, how can they be fixed?

Post by Das Bruce »

Finally
smoth wrote:that is pretty cool knorke!
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Map edges, how can they be fixed?

Post by knorke »

that was just a testhack though:
for x=1,TileMaxX*2 do --*2 for more endless!
for z=1,TileMaxZ*2 do

---
this is drawing a textured quad thing on/under the map, kind of like the lava on hotstepper map*:
Image

Image

* = it is the lava gadget with lava.png replaced by grass.png
i just screenshoted the map and used that as texture. can probally be made better.
also instead of one quad you should draw four quads as not to clip through the terrain.

probally looks really bad if the map is not flat around the borders.
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hoijui
Former Engine Dev
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Joined: 22 Sep 2007, 09:51

Re: Map edges, how can they be fixed?

Post by hoijui »

smoth wrote:that is pretty cool knorke!
+1
like it a lot :-)
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Map edges, how can they be fixed?

Post by knorke »

First want to say that I can not thank zwzsg enough for his explaining of gl in Spring.

imo the nice thing is that all it takes is drawing some quads which is fast, easy and does not need shaders or anything.
I imagine this also be usefull for space map:
-stack multiple transparent layers on top of each other,
-maybe use scrolling textures (even paralax scrolling
-rotate the quad and texture it with a nebula

scrolling texture could also be used to create flowing rivers.

One situation that can be problematic for map borders but can also be easily avoided is this:
Image

one might also want to try putting a gradient texture like this
Image
under the map to get terrain that fades out etc.

---
attachment:
This is just for testing, not usefull for players.
unzip both files to wigdets\
For testing use this map: http://springfiles.com/spring/spring-ma ... nhaven-v03
(texture and border height "fit" okay-ish on this map)
At top of file are some variables you can adjust to make it work with other maps etc.
try cratering the map and changing borderMode=1/2
Attachments
mapborderwidget.zip
(70.13 KiB) Downloaded 29 times
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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: Map edges, how can they be fixed?

Post by SirArtturi »

This could actually be a good solution if it could be possible to use multiple textures so that the pattern wouldnt be too repetitive. (Dunno what you mean by stacking transparent layers on top of each other?)
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knorke
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Joined: 22 Feb 2006, 01:02

Re: Map edges, how can they be fixed?

Post by knorke »

of course you can put multiple textures, just need to think ofwhat you want and then script it ;) which might need more experience with gl.

(Dunno what you mean by stacking transparent layers on top of each other?)
side view of how to do a space map:

terrain heightmap, terrain drawing disabled
^
| 0 elmos
v
layer with small stars
^
| 1000 elmos
v
layer with big stars
^
| 1000 elmos
v
layer with nebulas, planets

because the layers are at different distances from the camera there will be an effect of "depth" if you move the camera (layers further away move slower)
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SirArtturi
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Joined: 23 Jan 2008, 18:29

Re: Map edges, how can they be fixed?

Post by SirArtturi »

Seems like a solution to me!

Now we just need to invent a cool and convenient way to indicate playable area visually. Maybe a lua that draws a sopisthicated borders onto map or something like this:

Image

Couldn't find the latest shot where beherith were experimenting this LOS system but I think you get the point: Unplayable area is desaturated or faded somehow.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Map edges, how can they be fixed?

Post by PicassoCT »

knorke wrote:of course you can put multiple textures, just need to think ofwhat you want and then script it ;) which might need more experience with gl.

(Dunno what you mean by stacking transparent layers on top of each other?)
side view of how to do a space map:

terrain heightmap, terrain drawing disabled
^
| 0 elmos
v
layer with small stars
^
| 1000 elmos
v
layer with big stars
^
| 1000 elmos
v
layer with nebulas, planets

because the layers are at different distances from the camera there will be an effect of "depth" if you move the camera (layers further away move slower)
Smothing liek that?
Image

Do not cut my quotes.. they make my bloast look big..
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Map edges, how can they be fixed?

Post by Saktoth »

Is it possible to sort of paint a fog onto the map texture, with no detailtex for that area? Would lighting muck up the colours or can the texture be made to perfectly match the skybox? (groundbox...)
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KingRaptor
Zero-K Developer
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Re: Map edges, how can they be fixed?

Post by KingRaptor »

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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: Map edges, how can they be fixed?

Post by FLOZi »

What happens when the holodeck safeties malfunction? :shock:
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Map edges, how can they be fixed?

Post by PicassoCT »

malefunctioning holodeck? prepare your anus!
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KingRaptor
Zero-K Developer
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Re: Map edges, how can they be fixed?

Post by KingRaptor »

Now with heightmap mirroring!

Image

Would probably look heaps better if combined with a fog effect in some way.
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Map edges, how can they be fixed?

Post by BaNa »

KingRaptor wrote:Now with heightmap mirroring!

Image

Would probably look heaps better if combined with a fog effect in some way.
FUCKYEAH THIS LOOKS LIKE WIN
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Map edges, how can they be fixed?

Post by knorke »

nice :)
good idea with the transparent texture. maybe with distance from mapedge it could increasingly fade out?
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: Map edges, how can they be fixed?

Post by FLOZi »

KingRaptor wrote:Now with heightmap mirroring!

Image

Would probably look heaps better if combined with a fog effect in some way.

looks awesome, what did you do with the corners?
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