Pond of Dunes
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Pond of Dunes
Not yet released, I decided to make a mini version of Sea of Dunes for 1v1 and small games. The mini version is 12x12 and has a higher metal density. It's not perfectly symmetrical, but I did try to keep it balanced. Wind is also somewhat less advantageous, at least in ZK.
It needs a proper minimap image, but the dev version is here: https://www.dropbox.com/s/x2gaedku2dsn0 ... 1.sd7?dl=0
It needs a proper minimap image, but the dev version is here: https://www.dropbox.com/s/x2gaedku2dsn0 ... 1.sd7?dl=0
Re: Pond of Dunes
Nice. Thanks!
Still amazing that this look is done by heightmap only

Still amazing that this look is done by heightmap only

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You could go into terraforming, and make them go wander slowly, burrying bases 

Re: Pond of Dunes
Cool, I like this map size (I play mostly smallish games). Take a look at the start locations, I think they're left over from the larger map?
+1 to migrating dunes. Take your lua and strike yourself down
It is! How good this one texture looks in-game gives me hope for making a procedural map with only heightmap generation.qray wrote:Still amazing that this look is done by heightmap only
+1 to migrating dunes. Take your lua and strike yourself down
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Dunno, I think that might be overkill, esp since there's no safe ground on the map. I'm not really sure how you would do that, either, since the shapes are rather complex.PicassoCT wrote:You could go into terraforming, and make them go wander slowly, burrying bases
Indeed, thanks that'll be fixed for the release.eronoobos wrote:Cool, I like this map size (I play mostly smallish games). Take a look at the start locations, I think they're left over from the larger map?
It really depends on what you're making though. There are a few cases where the appearance is already normally uniform in nature, sand-dune deserts falling into that category, which is why I was able to get away with that here. There are also cases where 3D terrain looks better than a 2D texture, so it's all about how you use it.eronoobos wrote:It is! How good this one texture looks in-game gives me hope for making a procedural map with only heightmap generation.qray wrote:Still amazing that this look is done by heightmap only
If I can find a way to make that workable, a shifting sands version might be possible.eronoobos wrote:+1 to migrating dunes. Take your lua and strike yourself down

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Shifting sand dunes will likely kill everyone's CPU with constant full map repathing --
But i'd still be amazed.
But i'd still be amazed.
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But don't dunes shift very slowly? In the course of several decades? On a large scale I mean, but we play on a large scale. Just look at the size of an arm hawk for comparison of scale.
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I hadn't thought of that, but you're right. We'd be talking like 1 frame per minute with the map constantly shifting, not to mention it wouldn't be very realistic.Anarchid wrote:Shifting sand dunes will likely kill everyone's CPU with constant full map repathing --
But i'd still be amazed.

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that thing is not that big.Jools wrote:arm hawk for comparison of scale.
Shifting dunes would be silly unless you had something like a building rise out of them or something.
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I mean the jet fighter and not the birdsmoth wrote:that thing is not that big.Jools wrote:arm hawk for comparison of scale.
Shifting dunes would be silly unless you had something like a building rise out of them or something.
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yeah, you really don't want to have the scale discussion with me about TA models and scale but if you did I would say it is about the size an f4 phantom. not something like an ac130, or b2
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Gameplay aside, I'd love to see that effect: https://www.youtube.com/watch?v=_vyujAQtSQM !
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The fog machine widget might be customized to look like a sandstorm.
It's at least vaguely possible anyway.

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It would be trivial to offset the fog sample space by heightmesh altitude, making it follow the surface.
The volume would stay rectangular, but the weights could be shifted towards the surface so there's nothing on the upper boundary.
Making it do "strands" while reacting to wind might be harder, though. Unless wind can be told to stick to one direction.
The volume would stay rectangular, but the weights could be shifted towards the surface so there's nothing on the upper boundary.
Making it do "strands" while reacting to wind might be harder, though. Unless wind can be told to stick to one direction.
Re: Pond of Dunes
I was wondering if 'strands' were even possible. I think it'd look better if the wind only went one direction anyway, and it should be possible.Anarchid wrote:It would be trivial to offset the fog sample space by heightmesh altitude, making it follow the surface.
The volume would stay rectangular, but the weights could be shifted towards the surface so there's nothing on the upper boundary.
Making it do "strands" while reacting to wind might be harder, though. Unless wind can be told to stick to one direction.
Re: Pond of Dunes
Strands are definitely possible if the wind rotation is disabled.
It would somehow have to be disabled game-side, since it's actually part of the sync state (albeit mostly inconsequential).
It would somehow have to be disabled game-side, since it's actually part of the sync state (albeit mostly inconsequential).
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I think the 'strands' in real sand are much fainter and wispier than that.Anarchid wrote:Strands are definitely possible if the wind rotation is disabled.
It would somehow have to be disabled game-side, since it's actually part of the sync state (albeit mostly inconsequential).
