No matter.... that's all right, no more bothering... it's useless.
Well, with all your appreciated comments, I finally redo from start.
And real begin, from the TA map, not from the V95 SevenIslands Springmap.
It's quite difficult...

A++...
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True, this mettalic effect is so nice.Anarchid wrote:You seem to have shadows and water reflections etc, so you should be able to use advmapshading.
What i'm saying is that you really really should try adding an uneven specular texture to your map, even at least just based on luminosity of your diffuse texture.
This will make the metal actually look metallic.
Yes ok.Anarchid wrote:I would say that you don't really have to copy the old map with its asymmetric islands...
Well, They should be placed like poles on a compass and then, adding a 8th isle ? Maybe is it that ?Anarchid wrote:remember that there was no zoom in OTA. The islands might look ok and varied at close zoom level but when you look at them from a zoomed out map-wide perspective they just don't fit together, lacking any global or local symmetry.
1) In "mapoptions.lua" remove the partFabriceFABS wrote: Another question :
How to remove the possibility to set manually extraction radius ?
The setting in the file is not considered.
I tried to remove not in 70_extractorradius.lua, this works but prefer a nicer job >> removing the button.
I know a little bit LUA but I don't want to do some «dirty» job.
Code: Select all
{
key = 'extractorradius',
name = 'Extractor Radius',
desc = 'Sets the metal extractor radius',
type = 'number',
section = 'Economy',
def = 100,
min = 1,
max = 10000,
step = 1,
},
+1 for adding a bit of specularity to add a bit of eye candy to the traditional metal styleqray wrote: Suggestion: you could turn the color values of your metal map down (make it darker) and increase metal values in the mapinfo.
Well I listened you and I tried. However, I had some difficulties to make it correct.Suggestion: you could turn the color values of your metal map down (make it darker) and increase metal values in the mapinfo.
Just to illustrate what I had in mind, here a "F4" metal view; top uses a metal map with metal color tuned down by about a factor of 4 (see attachment *) compared to the bottom part of the image which is from the current version 7.2:FabriceFABS wrote: Qray, I tried as I can for F4 metal issue...