Looking into map-making, need a bit of help: - Page 4

Looking into map-making, need a bit of help:

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

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Eaglebird
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Post by Eaglebird »

Forboding Angel wrote:NOOO DO NOT COPY CPIA GRRRRR

fog distance should be set at no less than .5 minimum, .7 maximum, otherwise fog will obscure view in ota mode when zoomed out.
Alright.

Do you know why the map is running choppy/desyncing?
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

is it just your computer, or other peoples? Upload the map to http://www.yousendit.com and provide the link, either that or fileuniverse.
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Eaglebird
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Post by Eaglebird »

Forboding Angel wrote:is it just your computer, or other peoples? Upload the map to http://www.yousendit.com and provide the link, either that or fileuniverse.
I'll PM it to you since yousendit only does about 7 downloads..

..or not, it seems it's down. Oh well, time to get an account at FileUniverse.
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Eaglebird
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Post by Eaglebird »

Last edited by Eaglebird on 09 Jun 2006, 06:32, edited 1 time in total.
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Forboding Angel
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Post by Forboding Angel »

A note about fileuniverse. The admins (that would be me and quite a few others) don't like direct links to files. The second link is fine, the first link... not so fine. THanks, I'm taking a look
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Eaglebird
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Post by Eaglebird »

Forboding Angel wrote:A note about fileuniverse. The admins (that would be me and quite a few others) don't like direct links to files. The second link is fine, the first link... not so fine. THanks, I'm taking a look
Fixed. Also, it's probably worse than you think. xD
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Forboding Angel
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Post by Forboding Angel »

Code: Select all

//Compiled by Maelstroms SMD Creator version 3.5
[MAP]
{
	TidalStrength=142;
	Gravity=155;
	MaxMetal=0.09;
	ExtractorRadius=20;
	[ATMOSPHERE]
	{
		FogColor=0.25 0.25 0.33;
		FogStart=0;
		CloudColor=0 0.14 0;
		SkyColor=0 0 0;
		SunColor=0.5 0.5 0.5;
		CloudDensity=0.3;
	}
	[WATER]
	{
		WaterSurfaceColor=0.25 0.3 0.25;
		WaterPlaneColor=0.25 0.3 0.25;
		WaterBaseColor=0.25 0.3 0.3;
		WaterAbsorb=0.25 0.25 0.25;
		WaterMinColor=0 0 0;
	}
	[LIGHT]
	{
		SunDir=0.414 0.382 -0.459;
		GroundAmbiantColor=0.5 0.5 0.5;
		GroundSunColor=0.1 0.1 0.1;
		GroundShadowDensity=0.7;
		UnitAmbiantColor=0.5 0.5 0.5;
		UnitSunColor=0.5 0.5 0.5;
		SpecularSunColor=1 1 1;
	}
	[TERRAINTYPE0]
	{
		name=Default;
		hardness=1;
		tankmovespeed=1.1;
		kbotmovespeed=0.9;
		hovermovespeed=1;
		shipmovespeed=1;
		nondeformable=1;
	}
	[TEAM0]
	{
		StartPosX=1600;
		StartPosZ=1100;
	}
	[TEAM1]
	{
		StartPosX=1500;
		StartPosZ=6750;
	}
	[TEAM2]
	{
		StartPosX=7150;
		StartPosZ=1300;
	}
	[TEAM3]
	{
		StartPosX=7200;
		StartPosZ=6400;
	}
}
SMD posted for the sake of me not having to l,ook back.

SunDir=0.414 0.382 -0.459; Very bad, if the sun has a negative value then it is very possible that the map will cause random crashing 1/3rd of the time.


FogStart=0; If you don't change this value to at least .5 I will personally cut your balls off.

In E&E 24 mexes produced 5.0 metal. I would suggest doubling this value,MaxMetal=0.09; , or just using 2.0 for the value.

TidalStrength=142; Change this value to 25 or lower or I will introduce your balls to your kidneys.

Also, NEVER name your map with a lower case letter in front, it will get shoved to the bottom of the map list.

There is a map named metal Isles already. I would suggest renaming your map.

There is no need to recompile. Just change the smf and smd name to whatever you want your map name to be. DO NOT RENAME THE SMT.[/b]
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Eaglebird
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Post by Eaglebird »

Forboding Angel wrote:SunDir=0.414 0.382 -0.459; Very bad, if the sun has a negative value then it is very possible that the map will cause random crashing 1/3rd of the time.
I remember reading that, and making a point of it to choose vectors with no negative values. However, I'm guessing the diagram that I saw in the wiki was backwards or something, because I remember saying to myself "Shadow cast in the bottom right corner". That, or it was misexplained, and where it meant to say where the shadow goes, it meant to say where the sun goes.

Forbidden wrote:FogStart=0; If you don't change this value to at least .5 I will personally cut your balls off.
That was from the original smd I made, and was still waiting on a fogstart value.
Forbidden wrote:In E&E 24 mexes produced 5.0 metal. I would suggest doubling this value,MaxMetal=0.09; , or just using 2.0 for the value.
I'll take your word for it, but I read in the SMD list that values of about .03 gave OTA styles of metal.
Forbidden wrote:TidalStrength=142; Change this value to 25 or lower or I will introduce your balls to your kidneys.
Don't like the turbulent waters of a megaton metal planet flying through space?
Forbidden wrote:Also, NEVER name your map with a lower case letter in front, it will get shoved to the bottom of the map list.

There is a map named metal Isles already. I would suggest renaming your map.

There is no need to recompile. Just change the smf and smd name to whatever you want your map name to be. DO NOT RENAME THE SMT.[/b]
Roger that, will whip up new name immediately.

Know why it gets choppy/desyncs, though?
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Forboding Angel
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Post by Forboding Angel »

I'll take your word for it, but I read in the SMD list that values of about .03 gave OTA styles of metal.
That could be true, just keep upping it till it gives 2.0 or 2.2 (whoich was ota style value).
Don't like the turbulent waters of a megaton metal planet flying through space?


Without a rotating core and a moon, the waters would be quite placid.

Seriously, 1 tidal gen would produce 142 energy. Are you trying to remake speedmetal? Cause no one would build mexes, no point when you can just build moho metal makers, cause with 5 tidals you would have over 1k energy incoming.

Gets choppy and desync because either your gfx card sucks, or you have reflective water and shadows on.

Ota value was 25.
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Eaglebird
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Post by Eaglebird »

Forboding Angel wrote:Seriously, 1 tidal gen would produce 142 energy. Are you trying to remake speedmetal? Cause no one would build mexes, no point when you can just build moho metal makers, cause with 5 tidals you would have over 1k energy incoming.
Ah, I gotcha..
Forbidden Angel wrote:Gets choppy and desync because either your gfx card sucks, or you have reflective water and shadows on.

Ota value was 25.
I use the exact same settings in other maps the same size (Mars), and it runs fine. My VC is a GeForce 6600 GT and my CPU is a 3.4GHz.
Last edited by Eaglebird on 09 Jun 2006, 07:28, edited 1 time in total.
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Forboding Angel
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Post by Forboding Angel »

well gee, why don't you try it before telling me that I don't know what I'm talking about.

If your gfx card supports sm3 it is probably being crippled. Springs max graphics can cripple even the most powerful of computers.

Just try it, then check back if it makes no difference. Turn off shadows and reflective water. BTW did I mention that mars has no water :roll:
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Eaglebird
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Post by Eaglebird »

Forboding Angel wrote:well gee, why don't you try it before telling me that I don't know what I'm talking about.

If your gfx card supports sm3 it is probably being crippled. Springs max graphics can cripple even the most powerful of computers.

Just try it, then check back if it makes no difference. Turn off shadows and reflective water. BTW did I mention that mars has no water :roll:
Alright, and I didn't say you didn't know what you're talking about, I was just giving you my system specs. :P
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Eaglebird
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Post by Eaglebird »

I think this can be a testament to everybody.

I had max settings on everything, I was pushing it to the limit.
:Map was choppy
-> I undid EVERYTHING except the water, which I didn't see.
:Map was still choppy
-> I undid water
:Map ran like a charm
-> Remaxed all settings EXCEPT water, again.
:Map still working like a charm.

Thank you Forbidden Angel for the help, and thank you very very much SinBadEV for your time. I'll try not to disappoint you. I plan on making the next map non-metal. Why make such a n00b map when you can do better.

..though I should probably learn layers in GIMP first. :wink:

Now to just find out what's wrong with LAN
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

I would suggest reading this. Rendered maps a generally much better looking than maps made is PS or Gimp.

http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3941
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Eaglebird
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Post by Eaglebird »

Forboding Angel wrote:I would suggest reading this. Rendered maps a generally much better looking than maps made is PS or Gimp.

http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3941
That's where I learned how to start and a few other things. :P

However, I can't get L3DT Pro, and my computer isn't able to handle, it seems, sizes above 8192^2
mufdvr222
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Post by mufdvr222 »

Email the creator of l3dt and he will give you a code and download link for the pro version.

aaron@bundysoft.com
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Eaglebird
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Post by Eaglebird »

mufdvr222 wrote:Email the creator of l3dt and he will give you a code and download link for the pro version.

aaron@bundysoft.com
I did, still no reply. :P
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Cheesecan
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Post by Cheesecan »

Eaglebird wrote:
mufdvr222 wrote:Email the creator of l3dt and he will give you a code and download link for the pro version.

aaron@bundysoft.com
I did, still no reply. :P
How long has it been since you mailed Aaron?
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wizard8873
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Post by wizard8873 »

it just takes a while to get a response from him. i waited for two days before i got a reply from him.
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Eaglebird
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Post by Eaglebird »

Cheesecan wrote:
Eaglebird wrote:
mufdvr222 wrote:Email the creator of l3dt and he will give you a code and download link for the pro version.

aaron@bundysoft.com
I did, still no reply. :P
How long has it been since you mailed Aaron?
4 days.
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