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Re: HexFarm - Dynamically generated map (Also random)

Posted: 03 Dec 2011, 15:46
by knorke
If the ground was textured, it would imo look even better.
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The other skins are more suited I guess...
Instead of lava you could put other stuff too, like flowing water, acid or a circuit board.
Also noted if you enable metalview, the minimap looks much nicer., autoenable it?

HexFarm - N5T

Posted: 03 Dec 2011, 17:12
by PicassoCT
suddenly chainreaction

Re: HexFarm - Dynamically generated map (Also random)

Posted: 03 Dec 2011, 17:23
by zwzsg
Good find with the metal map. This map I developped mainly on 0.82.7.1, with an even metal distribution. So there, after I removed the texture, the minimap went all black. After trying different map mode, I settled on the heightmap, hoping everybody loves rippling rainbows. I added a metal distribution only recently (after you mentionned it to me in fact) and forget to retry view modes afterward. I'll go check if it still looks good after I make metal extraction output configurable: I was metal starved during the games I had on HexFarm3 yesterday, so this made me realise it needs moar metal, or better, configurable metal.


As for the floor texture: I'll probably leave HexFarm like it is, but I have had this idea of a Lua-map with destructable metal grating gangways over lava pool trotting in my head for some times now.

Re: HexFarm - Dynamically generated map (Also random)

Posted: 03 Dec 2011, 18:03
by PicassoCT
destroyable by weight and destruction?

Re: HexFarm - Dynamically generated map (Also random)

Posted: 04 Feb 2012, 00:29
by PicassoCT
and i got another one, skinned and well... should be good enough to please his royal high standardness

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Should be the last of its kind... i hammered that low entry point in pretty hard... really no knowledge required. That map was a masterpiece in showing what can be done.. CLAPS LOCK to the BigZ

Re: HexFarm - Dynamically generated map (Also random)

Posted: 05 Feb 2012, 11:06
by PicassoCT
knorke wrote:If the ground was textured, it would imo look even better.
Image
Image
The other skins are more suited I guess...
Instead of lava you could put other stuff too, like flowing water, acid or a circuit board.
Also noted if you enable metalview, the minimap looks much nicer., autoenable it?
im itchin and twitchin to do more skins.... this is kind of the crack of mapping. fast, high, fast low....
this one would be nice with a sort of dark marbel, some skulls carved in and stonefigures like pompejins frozzen into stone...

Z how many more skins until you quit? Where is the size limit? Do you plan on making a splitversion (HexFarm - DLALLTHESKINSV128) ?

Re: HexFarm - Dynamically generated map (Also random)

Posted: 05 Feb 2012, 14:00
by zwzsg
If you make too many poor skins, I'll jpeg the hell out of them. Don't rush them, take your time.

Re: HexFarm - Dynamically generated map (Also random)

Posted: 05 Feb 2012, 14:15
by PicassoCT
Hey, the cliffside one wasnt rushed.. just the ice-crystally one.. ill admit that.. Dont you hate on me for just one lousy fail.

Also, you just never actually planned this to be a success and now you are conered by the stampede. Guess you need a skin-rapid system of sorts if i continue. Or you just abadone it.. the dev who had to run from his frankenstein-project...
No, wait this is SPRING! We can add tools, and configfiles, and complicate it to the point of no return.


ps.: How ware the seagulls coming along? ;)

Also, could you add that some pillars have the texture inverted X_COORD wise? That way repetetivness wouldnt strike so hard.

Re: HexFarm - Dynamically generated map (Also random)

Posted: 05 Feb 2012, 14:29
by zwzsg
The cliffside one is so fresh and invigorating it makes me want to jump off a cliff all arms flapping.

A welcome change after all those gloom and dark skins. But still:
- The tubes on the walls look out of place, why are they here and not there? I would tried to put them along the edge or something to give them a sense of purpose.
- The tower-top with geo and without geo are almost identical, and the blue drop of the geo looks more like an alien metal patch. It's nicer when the two tops are different, with a different main color and main theme, than just adding a tiny spot in the middle of otherwise identical hexagon textures.
- Where the green grass meet the brown rock at the edge the transition is very abrupt. Well, map is too blame too for having harsh edges, but I found out it works better if instead of ignoring the edges, you highlight them by framing the tower top texture with some sort of stripe all around.

Re: HexFarm - Dynamically generated map (Also random)

Posted: 05 Feb 2012, 14:46
by PicassoCT
I shall kill the columns.. which look like pipes then.. the around edgeness.. mmh...grass has the nature to stop quite abruptly at cliffs, and that doesent change, because clifss have it in there nature to break off, so always showing brand new cliff..

Also, dark and gloomy you hate? Dark and gloomy you get

Re: HexFarm - Dynamically generated map (Also random)

Posted: 05 Feb 2012, 20:31
by KaiserJ
i've begun a skin; normals aren't supported are they?

edit: stupid kaiser, now that i look again at how textures are applied, i realize they aren't needed

Re: HexFarm - Dynamically generated map (Also random)

Posted: 05 Feb 2012, 23:49
by zwzsg
Not only there are no normals, but it's also fully lit. :o

On Spring's Lua's OpenGL's Wiki I see how to set the normal on given vertices, but not how to apply a normal map.

Re: HexFarm - Dynamically generated map (Also random)

Posted: 06 Feb 2012, 07:41
by PicassoCT
KaiserJ wrote:i've begun a skin; normals aren't supported are they?

edit: stupid kaiser, now that i look again at how textures are applied, i realize they aren't needed
a wild Opponent in the battle for precious memory appears. Do not dare to just add a texture, also add a s3o modell of a unit/creature that could fly around in the air of the map. We shall force Z to add them. He may bitch and howl, but well just stampede over that.

Occupy all the space on the harddrive. Stackoverflow or death!

Re: HexFarm - Dynamically generated map (Also random)

Posted: 06 Feb 2012, 10:18
by knorke
Do not dare to just add a texture, also add a s3o modell of a unit/creature that could fly around in the air of the map.
the worldbuilder scrapyard has some nice birds (iirc gull.s3o and another one)
Comes without script I think but some wings flapping is quickly done.
(can also 500 years for my next map and take it from there)

Re: HexFarm - Lua map with randomised layout

Posted: 06 Feb 2012, 21:41
by zwzsg
Don't count on me adding gaia units on that map! It's already special enough as it is.

But more skins would be appreciated, as long as they are pretty and not too heavy.

Re: HexFarm - Dynamically generated map (Also random)

Posted: 06 Feb 2012, 22:32
by KaiserJ
picasso, if you hadn't made nice skins, i wouldn't have been inspired to try to make one myself ;) next time go for monopoly via mediocrity!

Re: HexFarm - Lua map with randomised layout

Posted: 06 Feb 2012, 23:49
by zwzsg
Picasso, what about making the geovents drier?

Image

Re: HexFarm - Lua map with randomised layout

Posted: 07 Feb 2012, 07:36
by PicassoCT
sooo thirsty.. drilling geothermals when not wet is not fun.

Looks good. Now, i just got to edit out those pipes.

Re: HexFarm - Lua map with randomised layout

Posted: 07 Feb 2012, 08:50
by PicassoCT
Also, it needs a new name.. hexfarm sounds like farmville meets roundstrategy.. :D

skinthread decays into calling-it-names-thread
Name needs to catch how high and dangerous all this is.. also units going over the side need to fall to there deaths.. visibly..

Re: HexFarm - Lua map with randomised layout

Posted: 11 Feb 2012, 12:32
by Cheesecan
HexCraft? HexWar? HexAnnihilation?