Obsidian 1.3 Stable

Obsidian 1.3 Stable

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

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The Yak
Posts: 351
Joined: 20 May 2012, 05:36

Obsidian 1.3 Stable

Post by The Yak »

Obsidian gets a stable release after a long time in beta.

1vs1, Southwest vs Northeast
Download: http://springfiles.com/spring/spring-maps/obsidian
Image
Image
Image
Crazy trees
Image
Crazy grass too!

-----------------------------------------
Obsidian 1.2/1.3
-reupload due to mapserver sync fail

Obsidian 1.1
-recievetracks=true

Obsidian 1.0
-stable

Obsidian 0.6 Beta
-warpgates removed

Obsidian 0.5 Beta
-totally revamped warpgates with unit and custom cursor
-LUPS fx, ceg, sfx added to warpgate
-features
-brighter non-advmapshading detailtex
-unittracks disabled (workaround for warpgate issue)
-grass with multicolor shader (may crash ATI cards and Spring 94.1+)
-reverted to pre-release skybox (this was to improve black glass skyreflectmod)
-other minor tweaks

Obsidian 0.3 Beta
-6 start positions

Obsidian 0.2 Beta
-tweaks to ground texture
-added ridges to 2 mountains to block vehicle passage
-added warpgates

Obsidian 0.1 Beta
-Initial Release

Credits:
Map by The_Yak

Content licensed under Public Domain unless otherwise noted
Last edited by The Yak on 06 Apr 2015, 21:23, edited 7 times in total.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Obsidian 0.3 Beta

Post by Beherith »

Very nice. I find that adding in a low power high frequency 'simple displacement' device after the erosion (its sufficient to just add it to the lightmap) really breaks up the unnaturalness of the erosion flow lines that go in the 8 cardinal directions.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Obsidian 0.3 Beta

Post by smoth »

Can the warp gates be disabled via map options?
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The Yak
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Joined: 20 May 2012, 05:36

Re: Obsidian 0.3 Beta

Post by The Yak »

Not currently, nor am I convinced that it's worth the effort to do so. Map options seem only sporadically supported across various lobbies/games and not at all with ZK.
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knorke
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Joined: 22 Feb 2006, 01:02

Re: Obsidian 0.3 Beta

Post by knorke »

wrt teleports:
The gadget has some lines regarding mapoptions but map has no mapoptins.lua
Use Spring.SetUnitLeaveTracks so that units leave no tracks across the map.
, they are a little finnicky and must be approached from the direction of map center.
That is so units that do not get instantly teleported back to where they came from. It made more sense on the original map: http://www.youtube.com/watch?v=EGaahexSBe4
Imo best to make such "tunnels" into teleports with terrain. Or have seperate teleports for exit/entry, then you can do away with the direction thing.
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The Yak
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Joined: 20 May 2012, 05:36

Re: Obsidian 0.3 Beta

Post by The Yak »

0.5 Update

If you get crash with latest engine when you zoom in close to forests please post infolog here

I suspect ATI shenanigans my side but need other people to test to clarify
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zoggop
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Joined: 07 Sep 2010, 18:47

Re: Obsidian 0.5 Beta

Post by zoggop »

This is cool, but I think it could be prettier if the specular and skyreflect maps weren't derived from a texture with baked lighting, especially baked specular lighting. The darker areas aren't shiny, which looks strange. What are you using to generate the texture? Would be better if the glass was high specular, and the stone wasn't.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Obsidian 0.5 Beta

Post by smoth »

Why would you replace grass with a shader when we can do the colors directly..
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Anarchid
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Joined: 30 Nov 2008, 04:31

Re: Obsidian 0.5 Beta

Post by Anarchid »

Smoth>
Why would you replace grass with a shader when we can do the colors directly..
GrassDrawer.cpp:189>
grassShaders->AttachShaderObject(sh->CreateShaderObject("GLSL/GrassVertProg.glsl", shaderDefines + extraDefs, GL_VERTEX_SHADER));
grassShaders->AttachShaderObject(sh->CreateShaderObject("GLSL/GrassFragProg.glsl", shaderDefines + extraDefs, GL_FRAGMENT_SHADER));
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The Yak
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Re: Obsidian 0.5 Beta

Post by The Yak »

grassShadingTex is what I'm using
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Obsidian 0.5 Beta

Post by smoth »

Ah, cool!
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azaremoth
Cursed Developer
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Joined: 17 Feb 2005, 22:05

Re: Obsidian 0.5 Beta

Post by azaremoth »

Love it!
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The Yak
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Joined: 20 May 2012, 05:36

Re: Obsidian 1.0 Stable

Post by The Yak »

I posted an update that should finally be crash and bug free. No warpgates anymore.
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qray
Posts: 377
Joined: 02 Feb 2009, 18:49

Re: Obsidian 1.0 Stable

Post by qray »

Cool bot map 8) I like the glass look of the hills.

I can also imagine it working as a 2v2 map... will have to try.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Obsidian 1.0 Stable

Post by PicassoCT »

Have you considered adding a customized treetype to this?

Image

Image
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qray
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Joined: 02 Feb 2009, 18:49

Re: Obsidian 1.0 Stable

Post by qray »

Just saw the new v1.1 where you added receive tracks.
Suggestion: wouldn't it make sense to make 2 terrains on the terrain map and have receive tracks on the rock and not on the glass mountains? Just a thought...
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The Yak
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Joined: 20 May 2012, 05:36

Re: Obsidian 1.1 Stable

Post by The Yak »

qray yes that would make sense, however it's a lot of work for a very minor effect. I don't really want to go back and generate a new map and recompile again at this stage in development. I'm done with Obsidian now unless any problems come up.
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qray
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Joined: 02 Feb 2009, 18:49

Re: Obsidian 1.1 Stable

Post by qray »

The Yak wrote:I'm done with Obsidian now unless any problems come up.
I can fully understand :-)
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enetheru
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Joined: 11 Jun 2010, 07:32

Re: Obsidian 1.1 Stable

Post by enetheru »

The Yak wrote:qray yes that would make sense, however it's a lot of work for a very minor effect. I don't really want to go back and generate a new map and recompile again at this stage in development. I'm done with Obsidian now unless any problems come up.
would being able to specify the typemap as a separate image from the mapinfo.lua change your mind?
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The Yak
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Joined: 20 May 2012, 05:36

Re: Obsidian 1.1 Stable

Post by The Yak »

Ah I wasn't aware that was possible, perhaps
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