::NEW MAP:: SupCom.... based on guess what? - Page 3

::NEW MAP:: SupCom.... based on guess what?

All map release threads should be posted here

Moderator: Moderators

User avatar
Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Post by Erom »

See now, that test render looks much to bright to me, on both LCD and CRT monitors.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

The supcom screenshots are even brighter
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

YOu guys need to realize that because of the detail texture, spring causes maps to be darkened.

I wish there was a wway for me to completely remove the detail tex from my maps. My maps look better without it imo (and that is a good thing, as it means that the textures used were blended properly and high resolution.).
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Just set a blank detail texture then forboding. you can use a 1 pixel white image. Just add:

DetailTex=nameofimage.bmp;

into your smd (at the top with the name and hardness ect...)

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

Post by Forboding Angel »

Have you tried that? Because if it was white I would imagine that it would get tiled across the entire map and make everything bright as hell. Same as if it was black.

Have you tried/done this yourself to see if it works?
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

you can control the detailtex by shifting the contrast, which either makes it more transparant or less :-)
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

NOiZE wrote:you can control the detailtex by shifting the contrast, which either makes it more transparant or less :-)
Please explain a bit more in detail, this would be quite useful to me.
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

I have used my own detaile texture befor, I know that the image size dosnt matter and that while any black on teh image serisoly shows up teh more you brigten the image and lower the contrast the less it shows up, and whilst i never made it totaly white, one would assume seeing as i got very nearer to white the texture was vanishing taht an all white one would not show up atall.

Or just point it to an image that isnt there, that might work to.

aGorm
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Just change the contrast of your detailtex and put the detailtex into /maps/

and see the changes for yourself

Test with extremes first.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

hehehe, sweetness. I always did hate the damn detailtex. If you are doing anything less than 1:1 renders then it is absolutely necessary, but for 1:1 renders then a lot of times it does more to hurt the texture then to help it.

That is all subject to opinion though.
User avatar
Comp1337
Posts: 2434
Joined: 12 Oct 2005, 17:32

Post by Comp1337 »

Bah, damn forums. Delete this post plz
User avatar
IceXuick
Posts: 519
Joined: 14 Mar 2006, 01:46

Post by IceXuick »

lol
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Forboding Angel wrote:hehehe, sweetness. I always did hate the damn detailtex. If you are doing anything less than 1:1 renders then it is absolutely necessary, but for 1:1 renders then a lot of times it does more to hurt the texture then to help it.

That is all subject to opinion though.
*gloats* my mod replaces it *gloats* :)
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

whats wrong with using dead centre grey in the middle instead of black ro white?
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

*gloats* my mod replaces it *gloats* :)
That it may, but I think you'll find that the map overites it again... :-)

aGorm
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

aGorm wrote:
*gloats* my mod replaces it *gloats* :)
That it may, but I think you'll find that the map overites it again... :-)

aGorm
Only if the map has it's own detail texture.
colorblind
Spring Developer
Posts: 374
Joined: 14 Mar 2005, 12:32

Post by colorblind »

I've just played the original map by aGorm, and have some comments about the center part:
  • It's too narrow. You can easily set up an impenetrable defense there.
  • It's not accesible for hovercrafts out of the water.
Just my 2 cents.
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

NOiZE's remake fixes (or will when its made) that as it has beachs in teh middle...

(And thats what I was implying smoth... :-) )

aGorm
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

The only thing I thinks wrong with it is that the mud has gone... Looks especialy odd at cliff tops were there is sand between the cliff and the grass. Nad the montains look a bit shinny and covered in plastic, but I told you that already. Maybe you can just alter them by hand (I can just tell you what I did to my original ones if you want them to look more like them...)

aGorm
Post Reply

Return to “Map Releases”