Grand River ver2 release - Page 2

Grand River ver2 release

All map release threads should be posted here

Moderator: Moderators

which meatl layout is the best?

A) http://i35.photobucket.com/albums/d152/ ... layout.jpg
1
6%
B) http://i35.photobucket.com/albums/d152/ ... ayout2.jpg
13
81%
C) http://i35.photobucket.com/albums/d152/ ... ayout3.jpg
2
13%
D) Other, please provide a metal layout if you desire something else
0
No votes
 
Total votes: 16

User avatar
wizard8873
Posts: 254
Joined: 21 Jan 2006, 02:42

Post by wizard8873 »

alright, the map is done. it has large metal spots and is very hover accessable. the only problem is that if i archive it, it gives me an error. i tried it on two PC's and the same error occurs so i know its not my PC only. if i put the .smf, .smd, and .smt files in there seperately, it works just fine. i'm stumped with this. im just gonna test it with a few people and then ill release it
User avatar
wizard8873
Posts: 254
Joined: 21 Jan 2006, 02:42

Post by wizard8873 »

ok, here's the error i get when i zip it with 7zip. if it put all of the pieces into the maps folder, the game can load up the map and i can play on it. i tried it yesterday and started getting sync errors with many people but when a friend of mine hosted, they quickly went away. since the map is ready for play, i'll release it zipped with winrar. here's the link for the map download and then its the error i get when trying to load it when its zipped to .sd7.

http://fileuniverse.com/?p=showitem&ID=3281

Image
User avatar
Quanto042
Basically OTA Developer
Posts: 778
Joined: 22 Feb 2006, 03:01

Post by Quanto042 »

hey, when you zipped it with 7zip, do you put the three files in by themselves (bad)
or do you put it in a "maps" folder within the archive? (good)

example: [archive file.sd7]\maps\map files
User avatar
wizard8873
Posts: 254
Joined: 21 Jan 2006, 02:42

Post by wizard8873 »

i put them in a folder and then zip the folder. tried it on two different PC's and get the same error
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

it's an smd error. Post your smd and I'll fix it for you, or at least help you out.
User avatar
wizard8873
Posts: 254
Joined: 21 Jan 2006, 02:42

Post by wizard8873 »

its in the pack but here's the smd file all by itself.

http://fileuniverse.com/?p=showitem&ID=3282
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

I retract my previous statement, it's not the smd. Only thing wrong with the smd is that your fogstart should be .7 CHANGE THAT PLEASE! Otherwise your map won't get played because the fog obscures the view.

Post the archive on FU and give me a link. I believe I know what's wrong.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Ok, I'm at work, can't dl 41 mbs

Make sure the files are like this...

Grand_River-v01.smf
Grand_River-v01.smt
Grand_River-v01.smd

inside a directory called MAPS not MAP.

The error you are getting is a file not found error (essentially) which means that spring can't find the file specified.

so:

Maps -> Grand_River-v01.smf
Grand_River-v01.smt
Grand_River-v01.smd

Pack into:

Grand_River.sd7
User avatar
wizard8873
Posts: 254
Joined: 21 Jan 2006, 02:42

Post by wizard8873 »

yea, i finally got it. i was zipping it wrong. curse my ADD for making me skip over the documentation really quickly. loading it up right now and itll be on the first page. i fixed the fog to .7 instead of .2. only thing i liked about it is that it had a deep red tone to it then. oh well, cant have everything your way i guess.

oh, i did find out something cool with L3DT. i didn't like how the render came out when i did it at 12288x12288 so i did it at 1537x1537 and then resized it and it works. took off a lot of time from rendering. i'm sure this is known but just thought i'd mention it just in case.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Noooooooooooooooo!

DOn't you DARE render at 1/8th quality, That looks like Crap!

It's basically taking a small image and making it 8 times bigger when you do that. Don't even THINK you can get away with that!
User avatar
Cheesecan
Posts: 1571
Joined: 07 Feb 2005, 21:30

Post by Cheesecan »

Forboding Angel wrote:Noooooooooooooooo!

DOn't you DARE render at 1/8th quality, That looks like Crap!

It's basically taking a small image and making it 8 times bigger when you do that. Don't even THINK you can get away with that!
Not when you are use per-pixel land types it isn't.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

ya... it does.

At that ratio it puts a perlin noise filter over the entire thing, and it looks very bland and the textures are blurred.

Go ahead and skip steps if you want, but don't cry when ppl tell you it looks like crap.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

User avatar
Cheesecan
Posts: 1571
Joined: 07 Feb 2005, 21:30

Post by Cheesecan »

Forboding Angel wrote:ya... it does.

At that ratio it puts a perlin noise filter over the entire thing, and it looks very bland and the textures are blurred.

Go ahead and skip steps if you want, but don't cry when ppl tell you it looks like crap.
Aaron himself disagrees with you. He said himself that 1/8th+per-pixel looks better than rendering at 1:1, and this is what I've found as well. Design maps ftw.

edit: Also as he points out in the thread you just posted, you must be using high-resolution textures for it to work, which you have commented in your climate file.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Ok, well then prove me wrong. Show me a 1:1 render and a 1:8 per pixel render next to each other.
User avatar
Cheesecan
Posts: 1571
Joined: 07 Feb 2005, 21:30

Post by Cheesecan »

Fair enough, give me til tomorrow and I'll post a comparison. ;)
User avatar
wizard8873
Posts: 254
Joined: 21 Jan 2006, 02:42

Post by wizard8873 »

as i've said before, gameplay>looks. as of now, i want to focus more on gameplay and once thats set, go back and work on the texture. im just saying it as a suggestion if you want to get the map completed quickly to see how it plays and then go back and finish it up. just remember, this is my first map so i still have a lot to learn.
User avatar
Cheesecan
Posts: 1571
Joined: 07 Feb 2005, 21:30

Post by Cheesecan »

Forboding Angel wrote:Ok, well then prove me wrong. Show me a 1:1 render and a 1:8 per pixel render next to each other.
Hello again!
I did a test render, and it turns out you were right and I was wrong, so you win. ;)

Image

Image

The top is with 1:1, the lower is with 1:8. They both use the same design map so water and attributes has the same design/inflate data. The light map was rendered with the same ratio as the texture map.
Obviously I've used pretty heavy compression for the jpeg, but the terrain is still visibly MUCH sharper with 1:1.

Sorry I ever doubted you, it's Aaron putting ebil thoughts in my mind. :P
Also, I rendered 1:1 with per-pixel, and it actually looked 99% the same except that the contrast and brightness was better on the land textures, looked less gray. This can easily be done in photoshop post-render though, so there is no reason to double the rendering time by using per-pixel.
A funny sidenote is that 1/8 texture with per-pixel actually took longer time than 1:1 despite the godawful result. :lol:

wizard8873: sorry to hijack your thread, promise not to again, but on the good side I'm bumping it now too for ya. ;)
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

nm
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

hey thanks for the great comparison though. That really is great. Btw, the terrain in the firstm one looks really cool too :lol:

You gonna make a map of that (Please)?

Most of the time I really am trying to help, honest :P
Post Reply

Return to “Map Releases”