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Posted: 10 Oct 2005, 15:05
by aGorm
What... give away my secret power of feature placement?!?!? Never!

(If you realy want to know, try and catch me on MSN. Maybe I'll update the Wiki some time soon to...)

aGorm

Posted: 10 Oct 2005, 17:40
by Min3mat
u r never on! (at the same timezone as me :x ) not that i want to now how to place features but still!

Posted: 10 Oct 2005, 17:45
by NOiZE
Yeay the wiki needs more and more and more info :D

Posted: 11 Oct 2005, 09:51
by TARevenger
2 new ingame screenshots

images removed!

using the old map format

I use the wrong heightmap to render the so the texture got screwed up abit but it was only a test for the coast line appearence

Posted: 11 Oct 2005, 11:00
by [K.B.] Napalm Cobra
Try lowering the water so we can see more beach and every explosion dosn't create a little puddle.

Posted: 11 Oct 2005, 17:02
by FizWizz
yeah, that looks good. try either lowering the water layer's maxheight or increasing the "fuzziness" of the maxheight. I can't wait to see it released!

Posted: 13 Oct 2005, 07:13
by TARevenger
I have 4 new screenshots with a maybe final texture, let me know

had to raise the heightmap to get some descent beaches and the water deep enough

Image

Image

Image

and I've tested the crater sizes by self destructing the commander on the lowest level of the island and no puddles

Posted: 13 Oct 2005, 09:07
by Maelstrom
Looks good!

Just a few awkward little puddles along the shore line, either connect them up to the rest of the water or remove them totally. Or turn them into nice sloping ramps to the water line for the really hill-challenged units.

Cant wait to play it!

Posted: 13 Oct 2005, 09:12
by wired
man how do you do that omgzor X_X

Posted: 13 Oct 2005, 10:26
by IMSabbel
looks MUCH better now.

One hint: it would be very useful to make beaches hints for the gameplay.
For example, limiting the the max slope of "white sand" to the max climb values of amphibious tanks, for example.
That way one can see at once where a landing is possible.

Too many terragen maps just slap the highfield & texture into the game just "because it looks good" without caring about the game mechanics...

Posted: 13 Oct 2005, 10:30
by [K.B.] Napalm Cobra
Maybe if you made the beaches stretch out more, rather than being kind of steep like they are now.

Posted: 14 Oct 2005, 09:27
by TARevenger
the beaches could be a lesser slope than what they are now, but for now I'll leave them as they are for gameplay testing but from what i've seen during the testing i've been doing is amphibious tanks have no troubles getting in and out of the water, even bulldogs have got out as far as they can no probs.

as far as the features goes, wreakages I can get in easy the statue is harder the map has been crashing trying to load

TA 3D how did you get your statue ingame?

in features/all worlds dir I have commanderstatue.tdf containing

[commanderstatue]
{
world=allWorld;
description=Public Art; can anything go here?
category=monuments; what would go here
object=commanderstatue;
footprintx=6;
footprintz=6;
height=90;
blocking=1;
hitdensity=100;
metal=8204;
damage=640;
reclaimable=1;
featurereclamate=smudge01;
seqnamereclamate=tree1reclamate;
}

Objects3d dir contains commanderstatue.3do

and textures/tatex dir contains wreck005a00.BMP, wreck005b00.BMP, wreck005c00.BMP

Posted: 14 Oct 2005, 09:30
by Warlord Zsinj
I hope you used the shiny reflective textures for the statue...

Posted: 14 Oct 2005, 09:34
by SecurE
One thing you might want to consider doing is testing how the OTA/UH units behave which haven't had their maxslope modified for Spring.

A XTA amphibious unit might be able to enter the water while an OTA/UH might not. Same thing applies for the ramps, though if you change it to fit OTA/UH is up to you obviously.

Posted: 14 Oct 2005, 11:08
by Maelstrom

Code: Select all

description=Public Art; can anything go here?
category=monuments; what would go here 
Should be:

Code: Select all

description=Public Art; //can anything go here?
category=monuments; //what would go here 
Spring probably stumbled over these. Otherwise, I see no obvious syntax errors. But as for the actual values, ask over in the Mods forum, as they are more likley to know about model/wrekage/feature design.

Posted: 14 Oct 2005, 14:06
by aGorm
I have a feelking those arn't in teh actull file, there his coments on his post...

Its probablie because you have changed the category... just leave it a werkages, it does not effect how the game dispalys it or try and tell you its a wrekage, because the catogry is nthing to do with whats displayed... thats what the discription is (which yes, can be anything)

aGorm

Posted: 14 Oct 2005, 19:26
by TA 3D
Okay how I got that statue ingame? Well in was increadibly simple. All I did was make the model, texture it, rename it as on of the crystal features from aGorm's acid bridge map, replace his crystal 3do model with my renamed statue model using 7zip, change the file extension back. Thats it. It uses the standard TA textures so you don't have to add a textures folder to the map file. Just take a look at aGorms map acid bridge if you want to know how to make features.

Though when I tryed it, the LOD flat distance bump is increadibly annoying to look at.

Posted: 14 Oct 2005, 19:39
by IMSabbel
well

it should be quite ok if you just put the texture in the sd7 file, IIRC:

Posted: 14 Oct 2005, 19:43
by SinbadEV
That's what was done for the crystals... they were customer textures.

Posted: 15 Oct 2005, 09:17
by TARevenger
I have 3 new screenshots with feature placements

Image

Image

Image

as you can see I got the statue in turns out 7zip compression was the problem had to set compression to "store" for it to work.

and the black smugde on the cliff was a dgun attempt on rock the surface.
I'll attempt to compile the full map in a couple of days

pitty my video card isn't good enough with everything on for a steady high fraterate