Map Features - Page 2

Map Features

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

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FizWizz
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Joined: 17 Aug 2005, 11:42

Post by FizWizz »

I totally agree, Redhaven is ugly. I want my greenworld back. What's the point of porting a classic, with even the metal patches intact, if you're going to do a crazy thing like that to the colors?
Torrasque
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Joined: 05 Oct 2004, 23:55

Post by Torrasque »

FizWizz wrote:I totally agree, Redhaven is ugly. I want my greenworld back. What's the point of porting a classic, with even the metal patches intact, if you're going to do a crazy thing like that to the colors?
Yeah, how making a petition? ;)
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aGorm
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Joined: 12 Jan 2005, 10:25

Post by aGorm »

Redhaven aside... has anyone else encounterd my feature placing problem?? PLEASE say its not just me.

aGorm
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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Initially ZW converted Greenhaven but ran into problems with tree placement, now he is too lazy to covert the original greenhaven :P either that or he didn't get around releasing it...

Want me to give a stab at it?
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Maelstrom
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Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Well I dunno bout your feature problem aGorm, features worked perfectly for me.

On the other hand, im making Greenhaven for you all. See if it works out alright as my first map.
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genblood
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Joined: 19 Jan 2005, 03:37

Post by genblood »

Here is a screen shot of some wreckage of a dead Arm base.
You can use the dead units for metal or you could bring them back
to live with the help of a Core unit ... :-)

I figure adding other features or objects would look cool too ..

So hear is the screen shot ...

Image



I hope you like the screen shot ... Also, this is a test map.
Its a 20x20 map with alot of wreckage on all 4 main islands.
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

i really reall hope it's a LOW metal map...
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Maelstrom
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Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Well Ive almost finished the Greenhaven map, just a bit of tweaking to do. Probably be finished in a day or two. I just have to remember what Greenhaven actually looked like now, so I can make it look really good.

Screenshots coming soon.
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aGorm
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Joined: 12 Jan 2005, 10:25

Post by aGorm »

Quit taking the thred over with Greenhaven news... This should be a thred about features and problems!

I'm useing cutomes features, not wrekages. But I'm pretty sure I got all the files right. If someone wants to help out I'll PM them a link to it (So as everyone dont suddenly DLoad it and use all my bandwidth and stuff) so that they can check it out and point out what is probablie a gaping error on my part.

aGorm
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

I thought that the shifting of green to red ended very well, the maps looks like it takes place on Rougbelt, I don't see the point in returning it back to green. And definitevely not before I can place the tree where I want them, instead of where the green value is high (it looks odd to have tree on black cliff). Also, there's the whole issue about the TA texture map beeing seen from a 26.565° angle, and so I think it would be much better to make a whole new map in the spirit of greenhaven, instead of trying to reuse stuff from TA's greenhaven.tnt.


I'm still waiting for a mapconv where I can precisely put the feature I want where I want. Maybe some are already out, but there's too many threads and too many people and I'm confused. I even tried to make one myself, but that ended quickly when I failed to compile the Mapconv source. It lacked /tclap/cmdline.h. I asked SJ and he told me it's some library I need to get, so I googled and unzipped a tclab, but then the compiler gave me a "Fatal Error: Internal Error involving incremental compilation." SJ told me to turn off incremental compilation, but I couldn't find where to do that. Oddly I can compile the spring engine fine, but not mapconv.
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

there is already a good map conv which lets u place trees and other features where u want.. it's made by mother..

http://taspring.clan-sy.com/wiki/Create ... rs_MapConv
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aGorm
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Post by aGorm »

I can vouch that it is good stuff. Now ifonly someone would have the same problem as me i would be sorted...

aGorm
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TA 3D
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Joined: 12 Nov 2004, 06:08

Post by TA 3D »

genblood, you might want to be careful about your trigger finger, because you placed 3 Adv. vehicle plants on top of that only slightly stick out.

The single pixle thing is going to be a pain as seeing as it will create objects for every pixle, and if you get disracted while placing features, you would have an ugly problem to deal with.
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genblood
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Joined: 19 Jan 2005, 03:37

Post by genblood »

TA 3D, I agree ... :-) I double clicked too many times ...
It's a test map and will never going to be released ....

Now I have to add some other features .... :shock:
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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

WIll the new mapconv work with the current version of spring or no?
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mother
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Joined: 04 May 2005, 05:43

Post by mother »

GrOuNd_ZeRo wrote:WIll the new mapconv work with the current version of spring or no?
It worked with the old version of spring, but features didn't!

(So Yes it does...)
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Maelstrom
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Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Well I tried to compile my Greenhaven map, and all looked good untill I tried to play the map. When I tried to open the map in spring, it loaded all the way till it got to the end of the loading units, then crashed. I think it crashed when it was trying to Calculate the paths. Or somehing. But Ive tried other maps they work still. I try recompiling, it crashes. It just dont work :(

Links :
sd7 file : http://meh.niiil.com/files/Greenhaven.sd7
Picture Files if anyone wants them : http://meh.niiil.com/files/Greenhaven%20Source.7z

Dunno if this is an issue with spring, my maps, or with the compiler. Just see if it works for any of you please?
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

i think u used a old mapconv, and therefor the entire map (which is green) is filled with trees, causing the crash.
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genblood
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Joined: 19 Jan 2005, 03:37

Post by genblood »

Maelstrom,

If you are using the UberMapConv from mother. The -f
features is a txt file with unit names or buildings. You need
to combine the features.png and metal.png together.
Even then the features are added with the blue color
range to the metal map. Unless there is a new version
out I don't know about ...

So you might want to add your trees to your metal map
and redue it..
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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

I didn't know you could use .png files? I figured it was only
.bmp format ... :|
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