New map - !Beta release! (pics) - Page 2

New map - !Beta release! (pics)

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

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smoth
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Post by smoth »

Paapa, just so you know... a peewee is suposed to be about 2 stories tall.


Just food for thought.. but imagine each of these little guys are 2 meters tall:
Image
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Paappa
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Post by Paappa »

smoth wrote:Paapa, just so you know... a peewee is suposed to be about 2 stories tall.
Thats a bit taller than I thought. But only bit. How tall Palm trees are in real life anyway? Tropical trees should be abouth 20 meters or even taller in real life.

Smoth- Just make them as tall as they would be in this reality. :P
Rocks and Bushes would be nice too as AF said. :wink:
And take your time. Map still needs some fixing and ballancing.
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BvDorp
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Post by BvDorp »

Awesome map! And why don't just call it 'The Beach'?

Another feature suggestion: some small treehouse, or lodge, hut, whatever. Would look great, and could be used for metal/energy recovery :)
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smoth
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Post by smoth »

No problem paapa.. I will continue to work on the models. FYI if they look ugly feel free to be harsh... I do not want to texture put it in game and then hear it is ugly because going back would be a pain. So, as I am working on them feel free to say if it is not what you want and you would like a revision of the model where-ever
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Paappa
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Post by Paappa »

Smoth
Dont worry I will tell if I dont like what I see. :twisted:
Any models done yet? If not any estimates when you could show me some sneakpeeks?
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smoth
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Post by smoth »

probably tonight on the trees I have an exam in 28 minutes.
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smoth
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Post by smoth »

Image

:)

I have to finish my clusters.. but here is a quick preview... people PLEASE crtique now, I need to finish this.

-Smoth
mongus
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Joined: 15 Apr 2005, 18:52

Post by mongus »

some palms are too close. and some are too inclinated to one side, make only some inclinated not all...


the trunk(google translation for tronco(log?)) of those palms dont look that rigth, its bc of the low faces... i know its a feat.. but still doesnt look that rigth..

the leaves are fine, some could be a bit wider.

and, the leaves shouldt all start from the same heigth.. some could start from a bit lower (smaller leaves).

Also, if you look at the pictures posted, you will nottice that almost half of the leaves descibe an arc.. hm.. er.. that first ascends, and then descends... I mean, many leaves point up.. the trunk in this variant is way more bumpy...

You will nottice too, some palms are way more disordered.. like if wind has moved its leaves all over.

Hope it helps some, and better wait for the mapmaker words, and sorry if you where asking only to him, felt like commenting.
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Paappa
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Post by Paappa »

Looks good Smoth Keep on going!

Im not making this map only for myself! Anybody can give some feedback and We will se what can be done.

Mongus "The palm tree expert" summarised it all quite well.
Is it too much asked to have two or tree different kind of clusters and couple of seperat palmtrees? And Smoth add those Coconuts! :wink:
Last edited by Paappa on 10 Feb 2006, 07:47, edited 1 time in total.
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diggz2k
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Post by diggz2k »

Maybe on the gradient for the trunk you could have the starting and ending points be a little further beyond the trunk so instead of dark to light to dark you could have a medium light to a light.
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smoth
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Post by smoth »

sadly, when set as an idividual tree they are using the sphericall collision detection. I did the large clusters to compensate for it.

I can give you idividual trees if you want, however, they will have spherical collision detection. Is that what you want?
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

i thought features used footprint collision
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aGorm
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Post by aGorm »

Ok, Im 98% certain is footprint collisions. We've had huge aruments over it. But not 100% cause I cant remeber what was said. Pathfinding Definatly uses the footprint, its the wepons colissions I cant remember about...

aGorm
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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

Well, I like them palm trees, albeit the fact they still need a little work, I probably couldn't have done much better ;)

Too bad we don't have transparancy and alpha levels for the leaves (hint/hint)
Torrasque
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Post by Torrasque »

aGorm wrote:Ok, Im 98% certain is footprint collisions. We've had huge aruments over it. But not 100% cause I cant remeber what was said. Pathfinding Definatly uses the footprint, its the wepons colissions I cant remember about...

aGorm
It use the result of the footprint AND (and logic) the collision sphere.
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Paappa
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Post by Paappa »

In that case no individual trees but clusters that has only three or two trees in them. One tall and couple of little ones :-)
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SwiftSpear
Classic Community Lead
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Post by SwiftSpear »

Albiet little errors they look very nice, expecially considering the lack of an alpha map.
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aGorm
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Post by aGorm »

Mmmm, surly the normal spring trees manage to make do with just 1 per a square... or od they have there own custom collison boxes. (If so, that sux, and I want them for damed features. dam it.)

Also, those trees look good. But how many pollies are they? Surly you could have spent a few more on the trunk perhaps?

aGorm
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AF
AI Developer
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Post by AF »

The spheres seem only to be used for collision detection in the y axis. Remember all those animations zwzsg posted, especially the peewee with the huge collsion sphere and the flashes firing at it, and the explosions happening on the peewee and not on the collision sphere, then the second one proving it was the footprint not the sphere by centreing the sphere on the peewee.

The sphere is used for selection by the mouse and collision detection in the y axis, those who dont believe me go find the animations zwzsg posted and prove me wrong.
mongus
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Joined: 15 Apr 2005, 18:52

Post by mongus »

Paappa wrote:Mongus "The palm tree expert" summarised it all quite well.
:o it wasnt hard
*glances at window*
(i can take closer shots of the trunk if you like smoth :)).
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