That doesn't stop him from creating a new feature definition that uses the armcom model, though...
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TARevenger
- Posts: 111
- Joined: 23 Jan 2005, 00:09
Update
Here's the latest Render this is only one Island 16x16 in the new map format.
1024x768 images
Images removed!!
there are meant to be trees in there but i don't know why they aren't there
Here's the latest Render this is only one Island 16x16 in the new map format.
1024x768 images
Images removed!!
there are meant to be trees in there but i don't know why they aren't there
Last edited by TARevenger on 16 Oct 2005, 05:17, edited 1 time in total.
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Warlord Zsinj
- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Dude! What did you do? Did you switch to that other program?(l3d or whatever it's called) I have looked at that, but doesn't make as good of looking maps as terragen. You should switch back to terragfen seeing you know how to use it. Just take a look at the map file I made with it. 10x better then the other program in quality.
http://www.fileuniverse.com/?p=showitem&ID=1473
http://www.fileuniverse.com/?p=showitem&ID=1473
I _know.Torrasque wrote:Those are ingame screenshot, the metal is always green.IMSabbel wrote:which map converter are you using?
Because on the metalmap posted earlier, the green channel isnt used to assign tree positions....
But i was talking about the zip file on the first page, which contained the raw metalmap (i.e. in bmp form)
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TARevenger
- Posts: 111
- Joined: 23 Jan 2005, 00:09
I was using terragen
ok how does this look rendered in terragen using TA 3D's surface maps
images removed!
mind you the original didn't have any beaches just had straight grass to ocean so do we want beaches
ok how does this look rendered in terragen using TA 3D's surface maps
images removed!
mind you the original didn't have any beaches just had straight grass to ocean so do we want beaches
Last edited by TARevenger on 16 Oct 2005, 05:20, edited 1 time in total.
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Warlord Zsinj
- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
WHOOPS! I bumped the power strip for the computers. Sorry to the people on the computers next to me!
WOW! It looks soo real...
About the shore, you could add a surface texture that is confinded to certin hight limits so it only shows up there(something like a dirt/mud color), but you don't have to. Otherwise its looking sweet. The colors are simular to LUSH world, but I made them to look more like the river valleys in China that look almost identicle to it(Might have even been Cavedog's insipration for making the those maps).
WOW! It looks soo real...
TARevenger, I know you were looking for/making a commander statue. Well I was board and came up with this if you or anyone wants it. Its the Evo TA commander model, a quick base, and the first 3 wreckage textures from the type shown, arranged in a sorta shaded format so it will look better in game if your comp supports shadows. Though for some reason it was mirroring it in game, maybe it's because I was testing it using one of aGorm's maps that has features and it was using their settings.
http://www.fileuniverse.com/?p=showitem&ID=1589

**Also if you want the map to have a shoreline, tell me and i'll be happy to add a shore/mud surface to my surface map file. Just send me a message and i'll get right to it.**
http://www.fileuniverse.com/?p=showitem&ID=1589

**Also if you want the map to have a shoreline, tell me and i'll be happy to add a shore/mud surface to my surface map file. Just send me a message and i'll get right to it.**
Sure I could make textues, but that would take forever......... Heck if i'm going to do that, I might as well make the model better. Also this gives it a kinda funky stone effect. Lets think "traditional" here. The bronze version allways looked a little funky. Can someone post a sc of it in game on a comp that has shadows enabled please?
For Terragen I found a pretty nice way to make beaches.
Just make a beach layer in the surface maps like so (assuming you make the water level=0:

make sure to place you water layer farther down on the surface heirarchy, and adjust the transition sharpness to however smoothly you want the sand and water to blend.
Just make a beach layer in the surface maps like so (assuming you make the water level=0:
make sure to place you water layer farther down on the surface heirarchy, and adjust the transition sharpness to however smoothly you want the sand and water to blend.
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TARevenger
- Posts: 111
- Joined: 23 Jan 2005, 00:09
I have 2 images rendered in terragen with beaches let me know if one of them looks good enough to use or needs improvement
images removed!
Can someone post a tutorial somewhere for placing features in maps wreakages, rocks and custom features?
images removed!
Can someone post a tutorial somewhere for placing features in maps wreakages, rocks and custom features?
Last edited by TARevenger on 16 Oct 2005, 05:20, edited 1 time in total.
