WIP Black Mescaline

WIP Black Mescaline

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

Moderator: Moderators

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

WIP Black Mescaline

Post by PicassoCT »

Image

For all this work - at least its coming along nicely.. the citymap i always wanted.. sooo tempting..


http://springfiles.com/spring/spring-ma ... -mescaline

All still WIP
Attachments
blackmescalin.jpg
(95.62 KiB) Not downloaded yet
screen00033.png
(1.78 MiB) Downloaded 6 times
screen00032.png
(1.75 MiB) Downloaded 6 times
Last edited by PicassoCT on 03 Oct 2018, 23:40, edited 4 times in total.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: WIP Black Mescaline

Post by Beherith »

Nice, howd you achieve the verticliffs?
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: WIP Black Mescaline

Post by PicassoCT »

They are one big feature..
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: WIP Black Mescaline

Post by Beherith »

nice, are you using a void ground with alpha in smf under it? or are the flats part of the normal rendering pipeline?

edit: also, try giving the concave edges a good dose of highlighting.
User avatar
Johannes
Posts: 1265
Joined: 17 Sep 2010, 15:49

Re: WIP Black Mescaline

Post by Johannes »

Maybe tone down the height of them, in order to keep aircraft moving smoother? The visual effect wouldn't change too much by that I think, since you're looking it from top down anyway.
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: WIP Black Mescaline

Post by zwzsg »

If aircraft have trouble with the relief, there's Spring.SetSmoothMesh to give them a custom surface to follow. Arguments are expressed in the usual distance units, setting one point every 16x16 is enough.
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: WIP Black Mescaline

Post by PicassoCT »

http://springfiles.com/spring/spring-ma ... -mescaline

Guess i messed it up again.. still looking good though
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: WIP Black Mescaline

Post by zwzsg »

The feature zaps in and out of existence when I zoom in and out, that's very irritating.

Can you make the top of the buttes as flat as the feature make them appear to be, so that I can build on them?

I don't like invisible metal patches.

But when it works, I like the look of it.
Attachments
black_mescalin_v1_patch.sd7
So as to be more constructive, here is a patch that makes the map mesh always visible. Put in your maps folder, play the map "Black Mescaline V1 patch". Requires the presence of the original map archive.
(1.32 MiB) Downloaded 26 times
User avatar
PepeAmpere
Posts: 591
Joined: 03 Jun 2010, 01:28

Re: WIP Black Mescaline

Post by PepeAmpere »

just try game 1v1 game
Attachments
20130603_060405_Black Mescalin V1_94.sdf
replay 1V1
(780.57 KiB) Downloaded 14 times
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: WIP Black Mescaline

Post by Beherith »

Loaded it up, looks extremely nice :)
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: WIP Black Mescaline

Post by PicassoCT »

but as Pepe stated ingame has some issues with collission..

the problem is to get the heightmap align with the feature.. should deactivate lowpass..

also thanks behe..

citymap..
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: WIP Black Mescaline

Post by Beherith »

Picasso, to get hmap to align, use xNormal to bake a heightmap based on your 3d model, and use that. It will align perfectly.
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: WIP Black Mescaline

Post by PicassoCT »

To be honest, i tried it and couldnt get it to work properly..
So im back to max, doing the usual. I guess the trick is to not use lowpass on the extremes, and to blure the lowerlevels manually
Image

We shall fight on the balcony, we shall fight on the rooftops, we shall fight in the streetchasms and in the Air.. we shall repeat ourselves, over and over again, listed enumerations in speeches.
User avatar
azaremoth
Cursed Developer
Posts: 549
Joined: 17 Feb 2005, 22:05

Re: WIP Black Mescaline

Post by azaremoth »

Extremely nice! Very nice blending of features and ground texture. Besides the heightmap alignment - the left start points should be moved a little to prevent clipping of units and features.

I am looking forward to see the city. Yeah!
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: WIP Black Mescaline

Post by PicassoCT »

thanks
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: WIP Black Mescaline

Post by Beherith »

Picasso, is the feature the exact same size as the map?
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: WIP Black Mescaline

Post by PicassoCT »

Should be- why?
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: WIP Black Mescaline

Post by Beherith »

http://beherith.eat-peet.net/stuff/blackmesc_heights.7z
If you placed the feature at the center of the map, then this should work after resizing. Remember that it is 16bit tiff, so it has a lot of normalization headroom. The ao bake is coming along to, that just takes more time.
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: WIP Black Mescaline

Post by PicassoCT »

User avatar
PepeAmpere
Posts: 591
Joined: 03 Jun 2010, 01:28

Re: WIP Black Mescaline

Post by PepeAmpere »

not on rapid yet, just v2 there
Post Reply

Return to “Map Creation”