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Posted: 27 Feb 2006, 19:16
by PicassoCT
It works, it works a million thx sinbadev .. now the only proble left is the skybox..

some ingame pictures.. i will do another texture rework.. and then host it..

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Posted: 27 Feb 2006, 19:45
by SinbadEV
What HAVE I DONE, what manner of evil have I unleashed on the mapping community...

Seriousely, dude... good job but that map is freaking trippy... what drugs did you take making that texture?

Posted: 27 Feb 2006, 20:24
by hrmph
SinbadEV wrote:What HAVE I DONE, what manner of evil have I unleashed on the mapping community...

Seriousely, dude... good job but that map is freaking trippy... what drugs did you take making that texture?
Special K? 2CB? Cubensis mushies? Seriously though this map is looking really crazy and cool. You get tons of points for being original.

Posted: 27 Feb 2006, 20:58
by PicassoCT
Actually i planned to make a book, and then ran out of Grass - and smoked a sock. After that time... darkness... and a soft voice out of my head commanding me to put a book into the mapconverter... :shock: :lol:


PS: Kixxe - you can shoot craters into the Map.

Posted: 27 Feb 2006, 21:52
by SwiftSpear
You put your pet lobster into your map...

Posted: 28 Feb 2006, 00:47
by PicassoCT
oh... i warn you... nobody is feeding my lobster to his favourit cat...

Fun aside... my Skybox is still white... Is there a special SMD Configuration for activating it... it is 2048 x 2048

Posted: 28 Feb 2006, 01:53
by SinbadEV
http://taspring.clan-sy.com/wiki/Maps:SMD
[ATMOSPHERE]
{
Skybox=space.dds;
FogColor=0.7 0.7 0.8;
FogStart=0.2;

CloudColor=0.9 0.9 0.9;
SkyColor=0.1 0.15 0.7;

SunColor=1.0 1.0 1.0;
CloudDensity=0.55;

MinWind=5;
MaxWind=20;
}
Make sure that you are creating a correctly formatted dds skybox(you will need an nvidia tool to create one)...

Also Make sure it's in the maps folder in your sdz/sd7 (I think it works from the maps/skyboxs folder too... I wouldn't bother).

Posted: 28 Feb 2006, 11:27
by PicassoCT
What would i do without you.. i converted a normal jpeg into a dds and placed it into the right directory.. but that i need that nvidiatoll... well on my way... I got to finnish this, befor it finnish me..

Posted: 28 Feb 2006, 12:31
by LathanStanley
Picasso.... when I finish some buildings....

umm...

we're doing Urban maps... :shock:

**AMAZED**

Workflow

Posted: 01 Mar 2006, 15:16
by PicassoCT
Well the Map works still, i m reworking the Skymap a the Moment, here is a Picture of it...

Image

After finnishing the Skymap... there is only one Problem remaining, i wanted to make a jungel map... but the middst does not look like jungle... can somebody out there do some GreenHell Trees as Features and send it to me ? The Core of the Map was planned as some oversized slot machine - you send units and Artillerystirkes into the Unknow beneath the Trees - and hope the best... Thx for all the help, if there is anything i can do... just name it...

Here is a Picture how the Trees should look like... (anybody remembering Popoulus 3 - those kind of Trees)

Image

Workflow

Posted: 01 Mar 2006, 15:17
by PicassoCT
Double Post - Sorry

Posted: 01 Mar 2006, 15:28
by NOiZE
this is some weird map :)

Posted: 03 Mar 2006, 00:59
by PicassoCT
I nearly finnished it... and i worked hours on that skycube... Hell.... if you paint it by hand... and it still looks ugly at the borders... well you cant have everything... i will post and host it with some screenies tomorrow...

Here is One Side.... I had some Problems making the Water Fit.... is very Hard making a flowing transition with a mirroring, fog overlayed WaterPlane...

Image