What you have to look forward to... - Page 2

What you have to look forward to...

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

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Storm
Posts: 443
Joined: 12 Sep 2004, 22:23

Post by Storm »

Cool shit, I say.
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

High praise indead...

aGorm
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

MAMMAMAMMWOWOWOWAHAHAAHHAHAHHAHAH!HH!H!H!H!H!H!!!!


ITS ALLIVE!!! ALIVE!!!!

I AHF GOJ FO"PPIQH£PRHP VH*YAJPFKHQ£Uruwvhj

WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOW


If your wondering what teh hell all that is about, look at it like this. I finaly got a s3o file into teh game with a UV mapped texture, TO WORK!?!?!?!? WAAAAYYYHOOOOO!!!

You can expect the map pretty dam soon now!!

aGorm
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Michilus_nimbus
Posts: 634
Joined: 19 Nov 2004, 20:38

Post by Michilus_nimbus »

GIMME GIMME GIMME!

The obvious next step would be to make the trees grow...
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Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

aGorm wrote:If your wondering what teh hell all that is about, look at it like this. I finaly got a s3o file into teh game with a UV mapped texture, TO WORK!?!?!?!? WAAAAYYYHOOOOO!!!

You can expect the map pretty dam soon now!!

aGorm
You did!? Write us a tutorial!
Including all you're overloaded cries for joy, if you must. we'll read around it. (it's hard to miss)
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I've got a GroupAI that'll do drawings of trees on the map that grow and spawn new trees if you want it ^_^........
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

You did get my high poly tree model, yeah, aGorm?
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

*bump*


Any progress? either i've missed a great load of fun, or you haven't released it yet... How soon is "damn soon", aGorm? :p
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

next spring vsn is my bet
no silly flipping of UV textures, better (i hope) map format (still backwards compatible tho IIRC
)
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

release the map!!!
i command you to release it now! :-)
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

The Spring UV maps on s3os are screwed. He can't release until next version of spring.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

No, not at all, according to him his map is fine in everyway exept for one major problem.

The trees are too big and because of the engine they dissapear and re-appear as you move the camera and it looks very ugly. He had to maneouvre his camera very carefully in those shots.

Zaphod implemented a fix in the spring engine however which is in the test build he released recently, and the svn.
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aGorm
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Joined: 12 Jan 2005, 10:25

Post by aGorm »

Just to clarify... Its both. Plus realy I need to moddel atleast 3 more trees. But when it don't work you kinda lose your drive... It will happen when I know it will all work out. Probablie like alot of teh other things I wish I was doing.

Or maybe i should just forget about that map and just leave it as a nice screenshot. I dont know.

aGorm
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

aGorm wrote:Just to clarify... Its both. Plus realy I need to moddel atleast 3 more trees. But when it don't work you kinda lose your drive... It will happen when I know it will all work out. Probablie like alot of teh other things I wish I was doing.

Or maybe i should just forget about that map and just leave it as a nice screenshot. I dont know.

aGorm
please finish the map in the next version!
the comunity will thank you :-)
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

while I love the idea, I think it might be a bit impractical
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aGorm
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Joined: 12 Jan 2005, 10:25

Post by aGorm »

What... the map will be?? Why?

aGorm
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

impractial is the wrong word. Unweildy might be better.

Reason I say that is because the huge trees will make ota viw a bit of a bitch to use.

I'm not saying it's a bad idea agorm, I'm just saying that it's hard to imagine navigating that because the camera will zoom every time you get near a treee (because they are filled with terrain I believe).

I absolutely LOVE the idea, and I think you should go ahead and do it. However, don't be too too suprised if the map is ahead of it's time.
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

The nasty truth is that the terrain-filling is a bad solution. It works, but it'll wreak havoc on the camera. What we really need is proper s3o collision boxes... then a solid object will really be solid.
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

aGorm wrote: Or maybe i should just forget about that map and just leave it as a nice screenshot. I dont know.

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO*gasp*OOOOOOOOOOOOOOOOOOOOOOOOOO
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Of course Caydr and Forboding (who have played the map) will know that the camera becomes a bitch to use in OTA view.

Oh, hold up, they havn't played it!!

:-) Not that i dont agree we need somthing better(IE S3o boxes)... but actully the OTA view works pretty fine. Sure teh camera rises up as you hit a tree, but then It doesn't feel taht unatural, because theres a tree there. It feels like you should be rising because of the tree. Hard to explane but it dont feel that wrong.

Its the total war view that feels a bit odd, you notice teh jump in height far more in that one.

I just need the engin to decide n how its gonna do things. And some free time would be handy...

aGorm
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