New Map The_Road - Page 2

New Map The_Road

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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: New Map The_Road

Post by SirArtturi »

PtiGeo wrote:thanks for the tips and comments.

I habe a trouble with a kind of stair effect when I raise max level... anyone know how to avoid it?
Thats prolly because of 8bit heightmap. Use 16bit raw...
PtiGeo wrote: Last point: does really high res texture make the difference? I noticed that little details on my texture disappered while compiling. thats why I used a low lvl texture... Thought spring rerender it...
Thats prolly because of compression. Be sure you set right compression values for the the compile. -1 means no compression and all above that means compression in somewhat. Because your map is very tileable, it was highly compressed...
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: New Map The_Road

Post by Forboding Angel »

PtiGeo wrote:thanks for the tips and comments.

I habe a trouble with a kind of stair effect when I raise max level... anyone know how to avoid it?
lowpass

-l
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: New Map The_Road

Post by Beherith »

I really like this map, it works on many levels, while keeping game play straightforward.
The road might have a tad too high speed boost, but otherwise its a good idea. Its not a noob trap since its clearly marked on texture and description as well. That's the most one can do without putting up an extra tooltip for ignorant fools who cant be bothered to read or think.
Also, mines and DT work wonders on it. Don't try to LLT it. Anyone who's played speedmetal knows that llts can easily be driven by.

The road and mountain texture looks fine, sand is cool too, but grass needs some variation.

Also, take screenshots at high viewradius (home/end)

As forb said, use -l param in mapconv.
Its not compression that's washing out your map -you may safely use a compression of -c 0.5 , its the detail texture, try some of these ( one that is milder, like terradetail) :

http://springrts.com/phpbb/viewtopic.ph ... 11#p401111
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PtiGeo
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Joined: 17 Apr 2009, 18:19

Re: New Map The_Road

Post by PtiGeo »

Putting a detail texture in the map sd7 will improve the look at low level zoom?

I ll try it on my next map then.
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PtiGeo
Posts: 20
Joined: 17 Apr 2009, 18:19

Re: New Map The_Road

Post by PtiGeo »

Here is my new WIP. Made my first skybox, still have tyrouble with "stair" effect (I use lowpass and I tried to generate 16bit raw from my 8bit with sme and smooth but with a bad result for the snowy part of the map).
I d like to have tips and comment.

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Last edited by PtiGeo on 21 Mar 2010, 21:15, edited 1 time in total.
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PtiGeo
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Joined: 17 Apr 2009, 18:19

Re: New Map The_Road

Post by PtiGeo »

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KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: New Map The_Road

Post by KaiserJ »

the new map is very pretty; it reminds me of easter!

as far as the steppes are concerned, if you are compiling from SME, hit the "s" key once first to apply smoothing to the entire map (i always do this when working with 8bit heightmaps in that program)
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