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Posted: 26 Oct 2006, 00:05
by Noruas
You really need a skybox that goes with the jungle or sumthing because the sky isnt doing any justice for it.
Posted: 26 Oct 2006, 00:07
by bamb
One thing, do the transparent features have antialising when they are on black background?
Because in the pics when they are transparent, they seem to have some black border... dunno if this is just an artefact of vision though or if it is real.
Posted: 26 Oct 2006, 00:08
by Noruas
U MUST HAVE reflections on for transpariencies.
Posted: 26 Oct 2006, 00:09
by Peet
Noruas wrote:U MUST HAVE reflections on for transpariencies.
oh man that sucks for me...
Posted: 26 Oct 2006, 00:10
by LathanStanley
yeah, I know I need a skybox... yay for to-do lists on V2

Posted: 26 Oct 2006, 00:17
by LordMatt
LathanStanley wrote:LordMatt wrote:Also Lathan, it says tidal strength=15 in the description, but ingame it is actually 0.
I'll look ...
IT IS 15 just kinda, really, hard to place a tidegen
TidalStrength=15;
Gravity=110;
MaxMetal=.059;
ExtractorRadius=140;
MapHardness=240;
AutoShowMetal=1;
Lathan it definately isn't 15 in game (built a tidal generator to figure out what the tides were). I played a game here, and the biggest gripe I had was that its difficult to see your own units at times. We were just playing a fun game, but that would get irritating quickly if you were playing a competative game. Still, a beautiful map with features I hope to see in other maps.
Posted: 26 Oct 2006, 00:19
by LathanStanley
its 15 on the smd, it "should" give the ass. value with 15...
they are not worth making regardless.. but ya never know... maybe someone has a reason for them..
edit: whats hard for you to see, is also hard for them to see...

Posted: 26 Oct 2006, 00:23
by Icebird
woa!
how did you do that ?
i tried hard but no luck ..
Posted: 26 Oct 2006, 00:38
by LathanStanley
he prolly reduced rthe map hardness to like 15

Posted: 26 Oct 2006, 01:00
by bamb
Noruas wrote:U MUST HAVE reflections on for transpariencies.
I meant the black outlines in the transparent shots...
Like if you paint stuff on white background with antialiasing, then take the thing out with palette selection white not selected and paste it on black surfaces, you get a whitish outline on objects (because of antialising that was done). A red object would have pink outlines etc.
Posted: 26 Oct 2006, 01:26
by LathanStanley
bamb wrote:Noruas wrote:U MUST HAVE reflections on for transpariencies.
I meant the black outlines in the transparent shots...
Like if you paint stuff on white background with antialiasing, then take the thing out with palette selection white not selected and paste it on black surfaces, you get a whitish outline on objects (because of antialising that was done). A red object would have pink outlines etc.
yeah yeah, I have "on/off" transparencies... not a scaling of translucency...
there WILL be an outline, regardless..
and I figured black is better than white..

Posted: 26 Oct 2006, 02:19
by bamb
Dunno if you could get rid of that with photoshop tricks like painting the black background black again with some different treshold so the antialiased dark green pixels go black too and thus transparent, and the border is gone.
I don't know how you create this stuff but of course if the antialiasing problem could be eliminated right at the start, that would be best, ie no blending at all with the background and the leaf...
I'm no artist, I dunno anything.

Posted: 26 Oct 2006, 02:49
by Neddie
And now we have leverage to get some Tyranid animations done so we can have them on this map.
Very good work. I don't know if you know, but whenever you post an idea on the other site, I have to check three or four times a day, to watch the progress.
Posted: 26 Oct 2006, 03:10
by pintle
Sweeeet.
Nids are super cool, can't see them working in spring without melee, but if they ever surface in any mod, this map will be a lictor spamfest :)
Posted: 26 Oct 2006, 03:34
by Dragon45
it would be very possible to 'fake' melee on the 'nids if features had scripts. zwzsg already made a sandworm that pops out of the ground and "swallows" units comign nearby (it really just transports them forcefully) but a similar principle (of using trig to get the mouth near the target and then attacking) could be used on the 'nids.
That is of course if a full GAIA unit featureset + scriptable units is implemented
Posted: 26 Oct 2006, 10:48
by Quanto042
OMG, i just played a good long battle on this map.
It plays fucking awesome! And omg, so pretty!
They only issue i had was that some of the features would make it difficult to tell me units to attack a specific target (the feature's hitbox would ussually be bigger than the hitbox of the unit i was trying to kill,) so i had a hard time microing like i wanted.
BUT
Its actually cool that way, it really adds to sense that i'm fighting in a difficult jungle environment. With the inability to tell what i'm fighting against, this map is simply pwnage.
friggen 10 out of 10 for this one, absolutely amazing!
Posted: 26 Oct 2006, 11:28
by LBPB
speechless !
We need more of them !!!

Posted: 26 Oct 2006, 11:55
by Argh
There are a few minor issues with the map having to do with shadows and other very minor details, but I was really surprised how well it performed, even with all details on. Damn nice, Lathan- it feels like a place.
Click here for a bunch of nice screens with 'Blobs.
Posted: 26 Oct 2006, 14:09
by aGorm
After taking the map for a spin, I have 2 grips...
1) When you loo kup big trees disapear (a problem I also had) but this is realy a spring bug.
2) you can shot through teh big trees...? Just seems a bit odd.
However, those are realy minor... I have to say it Looks fantastic. Once I finaly located my comander (Even with te hblue dot on teh mini map it took 2 mins to find him!) it was alot of fun runing around shooting things.
The bar is raised... Somthing to shoot at
aGorm
Posted: 26 Oct 2006, 20:12
by LathanStanley
aGorm wrote:After taking the map for a spin, I have 2 grips...
1) When you loo kup big trees disapear (a problem I also had) but this is realy a spring bug.
2) you can shot through teh big trees...? Just seems a bit odd.
However, those are realy minor... I have to say it Looks fantastic. Once I finaly located my comander (Even with te hblue dot on teh mini map it took 2 mins to find him!) it was alot of fun runing around shooting things.
The bar is raised... Somthing to shoot at
aGorm
you shouldn't be able to shoot through them, it was working correctly on the testmap...
I do hope it didn't bork it on the last release.. urgh...
/me will look into to check it...
well hell...
ok.. lemmie bugfix it... I've got a list of "oops's" I'm fixing...
ok its fixed, I changed it last min to make the spheres smaller so that not the ENTIRE map said "gigantic swamp tree" but meh, oh well... get over it... its the only way they work right... (you still can't reclaim them, or click ON them, it just shows them on mouseover... oh well)
I put a to-do list on the first post too.. all thats left I NEED to do is a skybox...
I'll re-release in a few days with the skybox up.
the rest of you guys that allready downloaded and took a whack at it, and found the bugs that are there, THANK YOU!
