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Posted: 15 Oct 2005, 09:25
by NOiZE
i think the green should be a bit darker.. which probally can be achieved with changing some values in the smd

Posted: 16 Oct 2005, 05:36
by TARevenger
just post a few more screenshots for those who go to the last page of the post

Image

Image

Image

Is it possible for the map format to have a secondary texture for craters so you get a dirt fulled crater instend of a grass fulled green crater?

Posted: 16 Oct 2005, 05:45
by wired
nice!! =D

Posted: 16 Oct 2005, 14:32
by SinbadEV
DOubt it... funny that grass is indestrutable to weapons that can destroy a krogoth...

Posted: 17 Oct 2005, 01:06
by TARevenger
yeah I was testing the map hardness against some nukes vaporizing the trees and within the blast raduis but a very small area of the grass was destoryed

one thing is the default terrain hardness can't be changed or removed as there are small patches of default terrain between my types of terrain so when I nuke a area I see mini little craters 1 pixel/unit around the area where the terrain types change.

Posted: 17 Oct 2005, 22:27
by TA 3D
By the way I have still not figured something out. The Commander statue is MIRRORED!!!! I don't know what cased it. It looks fine 3do builder, but something ingame is messed up. I have a feeling the SJ's hardcoded a mesh draw algerithum that was in reality making mirrored meshes for features. The normal commander is fine, just not the feature.

Any ideas guys? SJ?

Posted: 17 Oct 2005, 22:44
by Weaver
TARevenger wrote:yeah I was testing the map hardness against some nukes vaporizing the trees and within the blast raduis but a very small area of the grass was destoryed

one thing is the default terrain hardness can't be changed or removed as there are small patches of default terrain between my types of terrain so when I nuke a area I see mini little craters 1 pixel/unit around the area where the terrain types change.
At last someone else see the same thing as me! I think the terrain map is being resampled to a different res to the one we use in mapconv. You guess at the value as it will most likely be halfway between the 2 adjacent.

The annoying thing is the name shows as "default" it would be nice to change this then we would not need to worry so much about the resample problem.


You can set a default maphardness just remember that defined terraintypes hardness values multiply from this.
See http://taspring.clan-sy.com/wiki/Maps:SMD
You could make some ultra soft maps perhaps.

Posted: 30 Jan 2006, 09:00
by TARevenger
It's been a Long time but I've finally got round to complie the full version of the 32x32 map.
I'll post a beta version up soon for people who want to test but I'll warn you it could be a big 42meg download as i've had problems running this map when it's compressed.

Posted: 02 Feb 2006, 23:33
by TARevenger
RorShock is Available for download

http://www.fileuniverse.com/?p=showitem&ID=2318

managed to compress it download to 15meg with no loading problems

Posted: 03 Feb 2006, 00:25
by DavetheBrave
the max metal needs to be cut in half. 2.8 per mex is far too much, especially on a map this big.

Posted: 03 Feb 2006, 02:17
by TARevenger
ok I've adjusted the mex extracting down.

the temp fix can be downloaded here http://homepages.ihug.co.nz/~ahayes25/T ... rShock.smd

Just pop the file into your spring maps dir for now

Posted: 09 Feb 2006, 09:18
by NOiZE
just tried the map

overall feeling: way to bright!

Posted: 12 Feb 2006, 00:13
by Forboding Angel
I'm not a fan of your terrain. looks like it was drawn in photoishop. It it jolly rancher green with a hint of blue.

Now I looked at it pretty thouroughly and from what I could tell you didn't actually use a texture for the ground. Not using a texture kills the detail level of what could be a beautiful map. Also, try adding in a little darker blue in the water, because at the moment is contrasts badly with the terrain colors.

Not using an actual texture is something I noticed on klusey and cbass' map last night. It makes the terrain look obscenely bland.

I would strongly suggest using a terrain render, or spend time putting in the textures yourself.

You're doing well. Just remember that you can't really skim down on gfx quality in a map, because people will not want to play it. If it isn't pleaseing to look at then it won't be pleasing to play.

Posted: 12 Feb 2006, 09:00
by FolCan
When is someone gonna make a Seven Islands Remake

Posted: 13 Feb 2006, 23:38
by TARevenger
I know what you mean the texture doesn't look all that great it was rendered using terragen using a surface maps someone else created
either I suck at using terragen for maps or terragen isn't that great terrain rendering application
for the textures I would have used the grass texture I used on deathvalley.

if anyone knows of a good terrain rendering app (that's free) that doesn't require a whole lot of ram to render let us know

for now It's a big ocean map for those sea battles

Posted: 13 Feb 2006, 23:55
by FizWizz
nah, I think the ugliness (the bright colors) is just in the terrain texture set that you used. A couple maps that used Terragen that I know of are Fizzy Lakes, Altored Divide, and I possibly Altored Earth, and they didn't turn out bad.