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Re: Lava map creation

Posted: 31 Aug 2011, 22:03
by FLOZi
Maps should use resources_map.lua

Re: Lava map creation

Posted: 31 Aug 2011, 22:20
by smoth
IIRC that doesn't work out cleanly. did they fix that? if so I need to review gunmetal harbor.

Re: Lava map creation

Posted: 31 Aug 2011, 22:30
by FLOZi
smoth wrote:IIRC that doesn't work out cleanly. did they fix that? if so I need to review gunmetal harbor.
Vague description of possible issue doesn't help me answer much? :mrgreen:

Re: Lava map creation

Posted: 31 Aug 2011, 22:40
by jK
Beherith wrote:Is there any way I can convert a Lua CEG to TDF? I dont want to include an explosions_post.lua in my map, so that it doesnt break it with mods that have it.
The _post.lua is just needed to load the defs from effects/, not to load luadefs (it scans in 82 by default only gamedata/explosions/).

Re: Lava map creation

Posted: 01 Sep 2011, 07:02
by Beherith
I put the posted ceg in gamedata/explosions, and it still doesnt show up under BA, and doesnt throw any errors in infolog either.

Re: Lava map creation

Posted: 01 Sep 2011, 07:25
by jK

Re: Lava map creation

Posted: 01 Sep 2011, 07:36
by knorke
making a map with cegs, they are in gamedata\explosions and it works. (with ba too)
though they are of type "explspike" and dont use any textures.

Re: Lava map creation

Posted: 01 Sep 2011, 11:18
by Beherith
Ok, so its prolly the textures; Ill try it by replacing it with random textures im sure I have.
Thanks for all the help guys!

Re: Lava map creation

Posted: 01 Sep 2011, 11:47
by FLOZi
Did you make a resources_map.lua to reference the textures?

Re: Lava map creation

Posted: 01 Sep 2011, 13:06
by Beherith
Added resources_map.lua:

Code: Select all

local resources = {
	graphics = {
		projectiletextures = {
		map_debris2= "debris2.tga",
		map_dirtplosion2= "dirtplosion2.tga",
		map_foam= "foam.tga",
		},
	},
}

return resources
to gamedata folder, the three images are in bitmaps folder. Still no cookie: the ceg is spawned ( it works if i use textures from base) but doesnt show textures from the above resources file.

Re: Lava map creation

Posted: 01 Sep 2011, 13:24
by FLOZi
https://github.com/spring/spring/blob/d ... r.cpp#L176

looks like in resources_map it is resources.projectiletextures, no graphics intermediary?

Re: Lava map creation

Posted: 01 Sep 2011, 13:54
by smoth
FLOZi wrote:
smoth wrote:IIRC that doesn't work out cleanly. did they fix that? if so I need to review gunmetal harbor.
Vague description of possible issue doesn't help me answer much? :mrgreen:
Sorry man, I don't recall exactly what was broken. IIRC there was some sort of issue with BA not showing the smoke and it was a failing of the map resources. I don't remember if they didn't work at all or it somehow conflicted. Sorry. That is why I said I need to review my map to see if there still is an issue.

Re: Lava map creation

Posted: 01 Sep 2011, 13:56
by Beherith
Thanks Flozi! Works perfectly now!

Re: Lava map creation

Posted: 01 Sep 2011, 14:48
by PicassoCT
If it works perfectly now, why wait for the second now to happen, and not post it instead?

Re: Lava map creation

Posted: 01 Sep 2011, 16:39
by FLOZi
Beherith wrote:Thanks Flozi! Works perfectly now!
:-)

No idea why the discrepancy though - which raises questions over whether or not the behaviour is intended (and thus whether or not it will remain this way). :|

Re: New Map: Gehenna Rising v1 - Lava map creation

Posted: 02 Sep 2011, 13:08
by Beherith
Released, updated first post.

Re: New Map: Gehenna Rising v1 - Lava map creation

Posted: 02 Sep 2011, 13:53
by smoth
my powered gms in gundam just lemming right into the lava.

Re: New Map: Gehenna Rising v1 - Lava map creation

Posted: 02 Sep 2011, 13:59
by Beherith
needs typemap?

Re: New Map: Gehenna Rising v1 - Lava map creation

Posted: 02 Sep 2011, 14:20
by smoth
I hate typemaps, they only work for units that are assigned to whatever class spring decides.

even still with them..

the unit will charge at the pit, then because it has to break, slowdown either completely or partially in the typemapped area resulting in a stuck unit which cannot get out.

we really need a way to tell the pathfinder to avoid areas outright but not effect the speed, that way if a unit partially gets in there it doesn't get stuck.

Re: New Map: Gehenna Rising v1 - Lava map creation

Posted: 02 Sep 2011, 15:00
by SirArtturi
Void water with water damage?

Looks great btw. I like the lava bursts. Layout feels good too, reminds me of good old battlezone maps, eventhough not sure how it works as teamgame. How I would see it to play well is 4-way team ffa!

+ And you haven't gone crazy with metal layout as in the last map :wink: