[WIP] Charlie in the Hills

[WIP] Charlie in the Hills

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

Moderator: Moderators

Post Reply
User avatar
enetheru
Posts: 627
Joined: 11 Jun 2010, 07:32

[WIP] Charlie in the Hills

Post by enetheru » 15 Sep 2012, 05:10

Using this thread to post updates to my work on this map.

Spent a lot of time yesterday with a bunch of false starts to create a basic height map that still needs a lot of cleaning. but is a start.

Questions and crit welcome.

here are a few images for your perusal.

Image
Image
Image
Attachments
inspiration.jpg
(175.92 KiB) Downloaded 27 times
cith001.jpg
(163.82 KiB) Downloaded 27 times
height.jpg
(24.95 KiB) Downloaded 27 times
0 x

User avatar
enetheru
Posts: 627
Joined: 11 Jun 2010, 07:32

Re: [WIP] Charlie in the Hills

Post by enetheru » 15 Sep 2012, 07:17

so i applied the same material that i created with cooper hill, modified it a tiny bit and here is the result.

with more tweaking this is going to look awesome :)
Image
Attachments
cith002.jpg
(70.11 KiB) Downloaded 27 times
0 x

User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10237
Joined: 24 Jan 2006, 21:12

Re: [WIP] Charlie in the Hills

Post by PicassoCT » 15 Sep 2012, 10:06

tweak, tweak..
Attachments
cith002.jpg
(163.46 KiB) Downloaded 27 times
0 x

User avatar
enetheru
Posts: 627
Joined: 11 Jun 2010, 07:32

Re: [WIP] Charlie in the Hills

Post by enetheru » 15 Sep 2012, 10:15

PicassoCT wrote:tweak, tweak..
Image
Wow that looks awesome ;)
0 x

User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10237
Joined: 24 Jan 2006, 21:12

Re: [WIP] Charlie in the Hills

Post by PicassoCT » 15 Sep 2012, 10:37

http://www.cgtextures.com/texview.php?id=14342

Yep, on that screenshoop it does. Problem is, to keep it unoticeable when close up (just some diffcoloured grass) and still have that "Forrest Effect" when zoomed out..
0 x

User avatar
Beherith
Moderator
Posts: 4934
Joined: 26 Oct 2007, 16:21

Re: [WIP] Charlie in the Hills

Post by Beherith » 15 Sep 2012, 16:34

Nice stuff, apply liberal amounts of polish :)
0 x

User avatar
KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: [WIP] Charlie in the Hills

Post by KaiserJ » 18 Sep 2012, 18:36

lookin' sexy
0 x

User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14600
Joined: 17 Nov 2005, 02:43

Re: [WIP] Charlie in the Hills

Post by Forboding Angel » 20 Sep 2012, 13:01

Beherith wrote:Nice stuff, apply liberal amounts of polish :)
This.

The problem with charlie is that is has all those spikey spires which spring doesn't play real nicely with (I mean they work, but the geometry looks all fucked up 90% of the time).
0 x

User avatar
enetheru
Posts: 627
Joined: 11 Jun 2010, 07:32

Re: [WIP] Charlie in the Hills

Post by enetheru » 20 Sep 2012, 13:20

Forboding Angel wrote:
Beherith wrote:Nice stuff, apply liberal amounts of polish :)
This.

The problem with charlie is that is has all those spikey spires which spring doesn't play real nicely with (I mean they work, but the geometry looks all fucked up 90% of the time).
I've noticed the terrain popping in and out of lod for no reason. I'm planning on reducing most of the spires scale to only whats necessary for gameplay cause it also wreaks havoc with camera control too.
0 x

User avatar
Beherith
Moderator
Posts: 4934
Joined: 26 Oct 2007, 16:21

Re: [WIP] Charlie in the Hills

Post by Beherith » 20 Sep 2012, 13:40

Increase viewradius in spring if it pops too much. ROAM is efficient even at high detail levels.
0 x

User avatar
enetheru
Posts: 627
Joined: 11 Jun 2010, 07:32

Re: [WIP] Charlie in the Hills

Post by enetheru » 20 Sep 2012, 13:48

Beherith wrote:Increase viewradius in spring if it pops too much. ROAM is efficient even at high detail levels.
that's one of the weird things. over 300 it just gets worse and worse. as if other is a near range as well as a far range and scales both..
0 x

User avatar
Beherith
Moderator
Posts: 4934
Joined: 26 Oct 2007, 16:21

Re: [WIP] Charlie in the Hills

Post by Beherith » 20 Sep 2012, 13:59

At 300 you start to run into the limit of ROAM's triangle pool. I recommend 100-150.
On high detail heightmaps you will get pops no matter what. Try /wiremap ingame.
0 x

User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14600
Joined: 17 Nov 2005, 02:43

Re: [WIP] Charlie in the Hills

Post by Forboding Angel » 22 Sep 2012, 09:29

120 is default I think, even though I actually play with 30.
0 x

User avatar
Funkencool
Posts: 542
Joined: 02 Dec 2011, 22:31

Re: [WIP] Charlie in the Hills

Post by Funkencool » 22 Sep 2012, 20:17

On my desktop I actually seem to get the best performance in the 200 range, as apposed to a lower one, no idea why. Its hard to say if there's actually a change in my fps, but I most definitely don't see a decrease with a higher viewradius.
0 x

User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10237
Joined: 24 Jan 2006, 21:12

Re: [WIP] Charlie in the Hills

Post by PicassoCT » 22 Sep 2012, 22:48

Is there a autoadapter for spring? Setting goals like 25 fps, dont need more, now go and get the best look out for me.
Or optimize for ridiculous large games? Something that autoadjusts the settings to what you are doing, the map you are playing, the number of players ingames? I mean beside ROAM?
0 x

User avatar
Beherith
Moderator
Posts: 4934
Joined: 26 Oct 2007, 16:21

Re: [WIP] Charlie in the Hills

Post by Beherith » 23 Sep 2012, 00:35

There is an FPSmanager widget.
0 x

User avatar
enetheru
Posts: 627
Joined: 11 Jun 2010, 07:32

Re: [WIP] Charlie in the Hills

Post by enetheru » 22 Jan 2013, 13:40

Not much work on this map lately... because I had hit some barriers, but those barriers are almost overcome.

Because of the size of the map I was daunted with how to fill it with features. and I have devised the following workflow using blender and gimp and feature placer

* Paint distribution maps and mix it with incline masks(so I don't put trees on the sides of mountains)
* Create particle systems using the distribution maps
* Export the particle locations to a set.lua
* Use feature placer to clean up any weird stuff and tweak
* Import locations back to blender so that I can use the locations to modify the texture and splat distribution masks

Only thing really that I haven't got functional yet is the export of the particle locations, but I've looked up info for that already and it isn't hard.

here is a quick dirty image from within blender so that at least there is something to look at.
Image
0 x

dansan
Server Owner & Developer
Posts: 1192
Joined: 29 May 2010, 23:40

Re: [WIP] Charlie in the Hills

Post by dansan » 22 Jan 2013, 15:01

Oh nice! I like this map - looking forward to playing your beautiful version!
0 x

User avatar
Funkencool
Posts: 542
Joined: 02 Dec 2011, 22:31

Re: [WIP] Charlie in the Hills

Post by Funkencool » 22 Jan 2013, 16:05

Looks good :-)

I think one thing worth noting is nice features can get a little expensive. Since it looks like your using quite a few, maybe have 2 sets? One for players who have yet to upgrade their computers and one for players who already have, switchable in the map options.
0 x

User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10237
Joined: 24 Jan 2006, 21:12

Re: [WIP] Charlie in the Hills

Post by PicassoCT » 22 Jan 2013, 19:06

Image
Attachments
moorelikethis.jpg
(32.68 KiB) Downloaded 2 times
0 x

Post Reply

Return to “Map Creation”

cron