Map design concept / WIP. mean streets of the deathstar
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Re: Map design concept / WIP. mean streets of the deathstar
play something where the units are not all grey boxes covered in greebles..
texture is fine.
texture is fine.
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Re: Map design concept / WIP. mean streets of the deathstar
Progress:
-some speed optimizations (scaling textures...)
-Rotation and Mirror works now, so it is usable.
TODO:
-re-arrange GUI (short term. major overhaul needed anyway)
-inmap preview

-some speed optimizations (scaling textures...)
-Rotation and Mirror works now, so it is usable.
TODO:
-re-arrange GUI (short term. major overhaul needed anyway)
-inmap preview
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Last edited by Frostregen on 04 Oct 2009, 01:31, edited 1 time in total.
Re: Map design concept / WIP. mean streets of the deathstar
its beautiful; can't wait to give it a go. is it set up to handle multiple levels of tiles? (like what i have on the testing map, multiple levels of ramps connecting flat planes.
i wouldn't mind designing an icon based GUI for you; dunno if that's feasible... let me know! certainly i could turn the buttons-with-text on the current version into something with visual symbols.
the idea that features could be automatically implemented with the tiles is also a very intriguing aspect of this that i will delve into further when you release a testing version. awesome win.
i wouldn't mind designing an icon based GUI for you; dunno if that's feasible... let me know! certainly i could turn the buttons-with-text on the current version into something with visual symbols.
the idea that features could be automatically implemented with the tiles is also a very intriguing aspect of this that i will delve into further when you release a testing version. awesome win.
- Forboding Angel
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Re: Map design concept / WIP. mean streets of the deathstar
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Re: Map design concept / WIP. mean streets of the deathstar
very cool frost.
Re: Map design concept / WIP. mean streets of the deathstar
hurrrrrr win. very soon i will upload another set of tiles for you to play with; max is somewhat busy right now with something else.
looks amazing man.
also : update to main post; try out New Lammas V2
looks amazing man.
also : update to main post; try out New Lammas V2
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Re: Map design concept / WIP. mean streets of the deathstar
*checking out v2*
Can't wait for the next set of tiles :)
Inmap preview is not so important right now, because of grid alignment:
Even if you place a tile the wrong way, you can just replace it with the correct one afterwards, without any side-effects.
The last thing I want to do before release is auto-rendering little images for each Prefab.
Actually this is not extremely important (from usability point of view), but it is already halfway implemented anyway.
Btw: Should we align Prefab Tilesize somehow to spring mapsize units?
Currently I scaled your tiles so a 1x1 tile equals 79x79 heightmap. This was the maximum heightmap size I could use without upscaling the texturemap.
This is about 1,2 x 1,2 Spring mapsize units.
Would be better if we make this 65x65, or 129x129 (1x1 Spring mapsize units, or 2x2) so there will be no half-cut tiles at map borders.
Depending on which size we agree:
65x65: No problem, I just downscale them.
129x129: Your texturemap image was to small. I would need a larger version.
PS: Those demo-maps shown in screenshots took about 60 seconds to create.
Can't wait for the next set of tiles :)
Inmap preview is not so important right now, because of grid alignment:
Even if you place a tile the wrong way, you can just replace it with the correct one afterwards, without any side-effects.
The last thing I want to do before release is auto-rendering little images for each Prefab.
Actually this is not extremely important (from usability point of view), but it is already halfway implemented anyway.
Btw: Should we align Prefab Tilesize somehow to spring mapsize units?
Currently I scaled your tiles so a 1x1 tile equals 79x79 heightmap. This was the maximum heightmap size I could use without upscaling the texturemap.
This is about 1,2 x 1,2 Spring mapsize units.
Would be better if we make this 65x65, or 129x129 (1x1 Spring mapsize units, or 2x2) so there will be no half-cut tiles at map borders.
Depending on which size we agree:
65x65: No problem, I just downscale them.
129x129: Your texturemap image was to small. I would need a larger version.
PS: Those demo-maps shown in screenshots took about 60 seconds to create.
Re: Map design concept / WIP. mean streets of the deathstar
more progress? what is going on?
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Re: Map design concept / WIP. mean streets of the deathstar
Can we build our own prefabs? That is intriguing.
Re: Map design concept / WIP. mean streets of the deathstar
yes, according to frost we can. I cannot wait to see what he and kaiser do next.
Re: Map design concept / WIP. mean streets of the deathstar
That is very cool, I can see building cities this way.
Re: Map design concept / WIP. mean streets of the deathstar
Indeed, I plan on modifying kaiser's tiles so I can make space colony maps :)
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Re: Map design concept / WIP. mean streets of the deathstar
Problem with assembling maps like this is the height.
In games like Starcraft you dont have those issues but in spring you do.
Would it be possible to rescale sets or parts to different heights or make the program scale them to not have slopes above or below a certain value?
In games like Starcraft you dont have those issues but in spring you do.
Would it be possible to rescale sets or parts to different heights or make the program scale them to not have slopes above or below a certain value?
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Re: Map design concept / WIP. mean streets of the deathstar
Currently you have multiple options with SME:
1. Brush size inside SME:
If you change this, the height is unaffected, thus changing the slope.
2. Inside tdf "Height":
By changing this, you directly change the slope, without changing the size.
3. resize heightmap (+texturemap):
This is effectively the same as 1.
This means if your Tileset keeps using the same slopes regularly, it is merely adjusting the Height value inside the prefabs tdf (or adjusting MaxHeight inside SME or inside the maps tdf).
1. Brush size inside SME:
If you change this, the height is unaffected, thus changing the slope.
2. Inside tdf "Height":
By changing this, you directly change the slope, without changing the size.
3. resize heightmap (+texturemap):
This is effectively the same as 1.
This means if your Tileset keeps using the same slopes regularly, it is merely adjusting the Height value inside the prefabs tdf (or adjusting MaxHeight inside SME or inside the maps tdf).
Re: Map design concept / WIP. mean streets of the deathstar
@ yan: with a 16bit height field you have the range of 1-65535 as opposed to 1-255 which is what many of you used for your height fields.
Re: Map design concept / WIP. mean streets of the deathstar
Does the tile-placement properly line up with Spring's grid so that it can take advantage of the texture tiling system?