oh it is tiled and the total map size at this tiime is 5.9mb but I have not done any compression on it yet
Ohh and the roads are texture, the only features I have at this time are:
Flight Tower
Landing Pad Lights
1 Spaceship (will be at least 4 when done)
Streetlights
Anti-Matter Storage Canisters
Everything else is textures, there are going to be more features as well in time.
Runecrafter wrote:oh it is tiled and the total map size at this tiime is 5.9mb but I have not done any compression on it yet
Ohh and the roads are texture, the only features I have at this time are:
Flight Tower
Landing Pad Lights
1 Spaceship (will be at least 4 when done)
Streetlights
Anti-Matter Storage Canisters
Everything else is textures, there are going to be more features as well in time.
Whoa, maybe other mappers should take some lessons on tiling from you!
The map is 20x20 and current compression is set to 0. Right now I'm working on a high quality skybox for it, though not sure how big the file will be for it, I normally create 1024x1024 images for the skybox which is about 4mb uncompressed, but for this one I'm going 2048x2048.
one wierd thing is, mapconv is extremly funky about tiling. Annoyingly funky even. Things that should tile, sometimes don't and that is fucking irritating.
hang on... I must be missing somthing. Your saying you have a 1024 skybox and uncompressed it comes out at about 4meg?? Uncompressed mine come out nearer 40meg... whats going on with that!?!?! What program are you using to make them!?!? I must have it!
Also... I never seen mapconv not t ile where it can ever.
BTW does anyone know whatt eh compression number does?? Cause i think it just reduces teh amount of tiles it allows, IE makes it more generous on similarity of tiles. Becaus eif you watch it make them, there all the same size still! But I'm not 100% sure on it. Can anyone clear that up?
Wow, I will be hard for other map makers to dare release their maps, once starscape is done. (If some map maker feel offended by that sentence, please change it into "It will be hard for me to release Peripheral Consciouness"). I stumble on that picture on FU while looking around FU randomlyn and really, the wow factor is very high in that "starscape" map.
Make sure the ramp are useable by all units. Select a unit an use F2 and wait a bit for that. Especially make sure we don't need air to reach the metal spot. You know what would be nice? To be able to ressurect the starship into a real working flying shooting starship unit!
=(, zwzsg, that'd require a starship unti be created then destroyed at the very beginning, or an engine change.
It all looks nice and all but remove the features and the skybox, and set the lighting settings to normal and you end up with a map that is inferior. It's all perfectly symetrical stuff we've seen before dressed up in a mountain of eyecandy to die for.
Please, I'm getting annoyed that all of the maps for spring are either perfectly symetrical (99% of them) or they're remakes of old maps from OTA made with better lighting and skyboxes and some features.
That and nearly all the maps are two tier maps, with 2 levels (top of hill, everywhere else) or (top of wall everywhere else).
However you've done a good job graphically, I'd like to seescreens of FF being played on it
I personally like realistic looking maps that are asymetical, sure I made a symetrical map before, but I think a moutain surrounded by a modern/sci-fi city would be AWESOME.
Runecrafter wrote:The map is 20x20 and current compression is set to 0. Right now I'm working on a high quality skybox for it, though not sure how big the file will be for it, I normally create 1024x1024 images for the skybox which is about 4mb uncompressed, but for this one I'm going 2048x2048.
What app are you using to compile your skybox? just curious, I have been using cubemapgen but it only supports a max of 1024 x 1024.
One more thing,, If we are going to post eleven screenshots at around halfe a meg each can we at least just post links, I mean come on.
As far as my skyboxes go I make them using Bryce 5, render each of the 6 images and save them as, Front, Right, Back, Left, Top, then Bottem. After that I place them into Paint Shop Pro 8, or Photoshop and do a flip on each image, then line them up ( Left, Right, Top, Bottem, Front, Back ) and save it as a DXT1 (no alpha) .dds file. by this time the .dds file (if the images are 1024x1024 each) is only 4mb, and is ready to be placed into a map, and after I 7zip it it is much smaller.
I had a thought on a huge city map, the features being large skyscrapers proper scaled, and with the buildings aranged so that they blocked the view and you couldnt look into the distance (to prevent aGorm forest map syndrome)