RorShock Available 4 Download
Moderator: Moderators
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- Posts: 111
- Joined: 23 Jan 2005, 00:09
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- Posts: 111
- Joined: 23 Jan 2005, 00:09
yeah I was testing the map hardness against some nukes vaporizing the trees and within the blast raduis but a very small area of the grass was destoryed
one thing is the default terrain hardness can't be changed or removed as there are small patches of default terrain between my types of terrain so when I nuke a area I see mini little craters 1 pixel/unit around the area where the terrain types change.
one thing is the default terrain hardness can't be changed or removed as there are small patches of default terrain between my types of terrain so when I nuke a area I see mini little craters 1 pixel/unit around the area where the terrain types change.
By the way I have still not figured something out. The Commander statue is MIRRORED!!!! I don't know what cased it. It looks fine 3do builder, but something ingame is messed up. I have a feeling the SJ's hardcoded a mesh draw algerithum that was in reality making mirrored meshes for features. The normal commander is fine, just not the feature.
Any ideas guys? SJ?
Any ideas guys? SJ?
At last someone else see the same thing as me! I think the terrain map is being resampled to a different res to the one we use in mapconv. You guess at the value as it will most likely be halfway between the 2 adjacent.TARevenger wrote:yeah I was testing the map hardness against some nukes vaporizing the trees and within the blast raduis but a very small area of the grass was destoryed
one thing is the default terrain hardness can't be changed or removed as there are small patches of default terrain between my types of terrain so when I nuke a area I see mini little craters 1 pixel/unit around the area where the terrain types change.
The annoying thing is the name shows as "default" it would be nice to change this then we would not need to worry so much about the resample problem.
You can set a default maphardness just remember that defined terraintypes hardness values multiply from this.
See http://taspring.clan-sy.com/wiki/Maps:SMD
You could make some ultra soft maps perhaps.
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- Posts: 111
- Joined: 23 Jan 2005, 00:09
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- Posts: 111
- Joined: 23 Jan 2005, 00:09
RorShock is Available for download
http://www.fileuniverse.com/?p=showitem&ID=2318
managed to compress it download to 15meg with no loading problems
http://www.fileuniverse.com/?p=showitem&ID=2318
managed to compress it download to 15meg with no loading problems
- DavetheBrave
- Posts: 281
- Joined: 22 Jun 2005, 02:52
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- Posts: 111
- Joined: 23 Jan 2005, 00:09
ok I've adjusted the mex extracting down.
the temp fix can be downloaded here http://homepages.ihug.co.nz/~ahayes25/T ... rShock.smd
Just pop the file into your spring maps dir for now
the temp fix can be downloaded here http://homepages.ihug.co.nz/~ahayes25/T ... rShock.smd
Just pop the file into your spring maps dir for now
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
I'm not a fan of your terrain. looks like it was drawn in photoishop. It it jolly rancher green with a hint of blue.
Now I looked at it pretty thouroughly and from what I could tell you didn't actually use a texture for the ground. Not using a texture kills the detail level of what could be a beautiful map. Also, try adding in a little darker blue in the water, because at the moment is contrasts badly with the terrain colors.
Not using an actual texture is something I noticed on klusey and cbass' map last night. It makes the terrain look obscenely bland.
I would strongly suggest using a terrain render, or spend time putting in the textures yourself.
You're doing well. Just remember that you can't really skim down on gfx quality in a map, because people will not want to play it. If it isn't pleaseing to look at then it won't be pleasing to play.
Now I looked at it pretty thouroughly and from what I could tell you didn't actually use a texture for the ground. Not using a texture kills the detail level of what could be a beautiful map. Also, try adding in a little darker blue in the water, because at the moment is contrasts badly with the terrain colors.
Not using an actual texture is something I noticed on klusey and cbass' map last night. It makes the terrain look obscenely bland.
I would strongly suggest using a terrain render, or spend time putting in the textures yourself.
You're doing well. Just remember that you can't really skim down on gfx quality in a map, because people will not want to play it. If it isn't pleaseing to look at then it won't be pleasing to play.
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- Posts: 111
- Joined: 23 Jan 2005, 00:09
I know what you mean the texture doesn't look all that great it was rendered using terragen using a surface maps someone else created
either I suck at using terragen for maps or terragen isn't that great terrain rendering application
for the textures I would have used the grass texture I used on deathvalley.
if anyone knows of a good terrain rendering app (that's free) that doesn't require a whole lot of ram to render let us know
for now It's a big ocean map for those sea battles
either I suck at using terragen for maps or terragen isn't that great terrain rendering application
for the textures I would have used the grass texture I used on deathvalley.
if anyone knows of a good terrain rendering app (that's free) that doesn't require a whole lot of ram to render let us know
for now It's a big ocean map for those sea battles