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Re: Collaboration anyone?
Posted: 27 Jul 2012, 02:37
by FLOZi
All hierarchy etc is lost, hope that is not a problem.
also did you get my last pm?
Re: Collaboration anyone?
Posted: 27 Jul 2012, 02:48
by enetheru
FLOZi wrote:All hierarchy etc is lost, hope that is not a problem.
also did you get my last pm?
Cheers :D
Re: Collaboration anyone?
Posted: 30 Jul 2012, 02:04
by enetheru
preliminary work, no SSMF yet.
https://www.dropbox.com/s/rc951obck4igk ... ll.sdd.zip
(its not a sd7 yet because 7zipping it up on linux doesnt work for some reason.)
ToDo:
* ssmf distribution maps
* ssmf detail maps
* double check height map for vehicle traversal
* grass distribution map
* apparrently I have to fix the rocks objects? will talk to behe about it some more
* mex spot re-balance
* sky box
* mapinfo.lua tweaking
if anyone has suggestions let me know.
Re: Collaboration anyone?
Posted: 31 Jul 2012, 08:33
by enetheru
Grass is done, well at least for now.
couple of ingame shots

Re: Collaboration anyone?
Posted: 31 Jul 2012, 09:33
by Beherith
Very nice, I love the halos of lighter grass around the trees. It seems though that the trees turn to trunks when zoomed out. This is an issue with alpha mipping. To fix it, replace the pine tree texture from the one in Blindside v2.
Re: Collaboration anyone?
Posted: 31 Jul 2012, 16:45
by enetheru
Re: Collaboration anyone?
Posted: 31 Jul 2012, 22:46
by Forboding Angel
set fogdistance to 0.7
Because of the fog, it's difficult to see details clearly.
I think your grass ssmf splat should be much more aggressive. At the moment it looks kinda blurry. Also, I recommend doing a grass shading map, so that you can make the grass match the terrain better.
Unfortunately, I'm not particularly skilled at grass shading maps, but behe is a genius with them.
Re: Collaboration anyone?
Posted: 31 Jul 2012, 23:37
by Funkencool
Forboding Angel wrote:set fogdistance to 0.7
Because of the fog, it's difficult to see details clearly.
I think your grass ssmf splat should be much more aggressive. At the moment it looks kinda blurry. Also, I recommend doing a grass shading map, so that you can make the grass match the terrain better.
Unfortunately, I'm not particularly skilled at grass shading maps, but behe is a genius with them.
Not that a good one isn't important, but did I read it defaults to the mini map, so it at least partially matches terrain?
Re: Collaboration anyone?
Posted: 31 Jul 2012, 23:40
by Beherith
minimap is fine, you can tweak it alot by taking the minimap and adjusting the colors and calling that the grass shading map :)
Re: Collaboration anyone?
Posted: 09 Aug 2012, 06:59
by enetheru
I've updated the splat textures, but don't have access to my pc with shader support till perhaps friday, so I cant fully test and tweak.
I dont have a fogdistance variable in my mapinfo.lua
the dropbox folder for cooper_hill.sdd
https://www.dropbox.com/sh/l7p8ec9zth1xchy/yzdznWhROV
Re: Collaboration anyone?
Posted: 09 Aug 2012, 10:03
by enetheru
I've been messing with the height map, what do you think?

Re: Collaboration anyone?
Posted: 09 Aug 2012, 10:07
by Beherith
If that is vec passability, then awesome!
Re: Collaboration anyone?
Posted: 09 Aug 2012, 10:19
by enetheru
Beherith wrote:If that is vec passability, then awesome!
I have a stumpy selected :)
Re: Collaboration anyone?
Posted: 09 Aug 2012, 12:43
by Johannes
Yeah, it's good and clear. Only thing I wonder is, can they pass too wide an area in the north? It seems better for veh that ever, but that's down to playtesting if that's bad or not.
Btw, to speed up future testing, just type /cheat and /armflash , then you won't need to build any veh lab like you did now so you save a moment.
Re: Collaboration anyone?
Posted: 09 Aug 2012, 13:04
by BaNa
/cheat
/give armflash
Re: Collaboration anyone?
Posted: 09 Aug 2012, 15:56
by Silentwings
Or you could use Quantum's mission editor and set up a mission which gives you all the units you need for testing purposes.
Re: Collaboration anyone?
Posted: 16 Aug 2012, 05:00
by enetheru
Been really busy at work lately, so haven't been able to do much this week.
[Update]
Almost Complete
* Tweak multiplication values for splat
* Tweak splat distribution
* Tweak Grass distribution
* Get gameplay feedback on height map
* Fix metal map for balance
* Re-do the geothermal spot texture
ToDo
* Create Grass Shading
* Look into using a grass texture
* Create feature object export script for blender
* Sky Box? not sure if I need to bother with this one?
Features:
* Trees,
- update texture maps
- update locations to be congruent with cliffs
- Perhaps add more variation with different sizes, types.
* Rocks
- Update models as the existing ones are shit-house
- Update textures
- Even out locations for balance
Re: Collaboration anyone?
Posted: 17 Aug 2012, 08:43
by enetheru
sometimes I am kinda surprised how easy some things are.
For instance, I wanted to place feature objects in blender then export their locations to a text file for copying and pasting later.. its like 4 lines..
sure enough its not so user friendly, and I could work on that. but that's just fluff. I got what I needed after 1 hour. and if I was a competent programmer it would have taken all of 5 minutes.
Code: Select all
import bpy
f = open("//home/enetheru/Dropbox/SpringRTS/Maps/Cooper Hill/test.txt", 'w')
for obj in bpy.context.selected_objects:
print("{ name = '"+ obj.data.name + "', x =", int(obj.location.x * 512 + 2048), ", z =", int(obj.location.y * 512 + 1536),", rot = \"" + str(int(obj.rotation_euler.z)) + "\"},", file=f )
Re: Collaboration anyone?
Posted: 24 Aug 2012, 01:52
by enetheru
Almost Complete
* Get gameplay feedback on height map
* Sky Box? not sure if I need to bother with this one?
Features:
* Trees,
- update texture maps
- Perhaps add more variation with different sizes, types.
* Rocks
- Update models as the existing ones are shithouse
- Update textures
As usual the whole project folder is under the link below all 293mb or so.
https://www.dropbox.com/sh/7kmlwobegvwfbwo/cIqyA2A7wk
This screen shot doesn't show the change I made which shrink's the dirt area under the trees.

Re: Collaboration anyone?
Posted: 24 Aug 2012, 08:54
by Johannes
enetheru wrote:* Sky Box? not sure if I need to bother with this one?
Only for toying around with screenshots.