Map Features
Moderator: Moderators
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
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 ...

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.
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 ...

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.
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
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
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.
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.
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
http://taspring.clan-sy.com/wiki/Create ... rs_MapConv
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.
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.
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
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?

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?
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..
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..