new map with swampyness
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Re: new map with swampyness
it shouldn't matter, the map height values in the compiler are irrelevant beyond springlobby/tasclient's preview stuff. I ignore them in my maps. honestly.
Re: new map with swampyness
-i inverts the top-down of the image, it doesn't invert the greyscale.
(Actually, without -i, the texture and heightmap have to be inverted 180° or something to each other, and -i make them non-inverted)
What's so hard about loading your heightmap in an image editor and invert blackness-whiteness?
(Actually, without -i, the texture and heightmap have to be inverted 180° or something to each other, and -i make them non-inverted)
What's so hard about loading your heightmap in an image editor and invert blackness-whiteness?
Re: new map with swampyness
for raws, it isn't that simple but I doubt this is a raw source
Re: new map with swampyness
There is no default set when run from Spring.exeBeherith wrote:Oh right, now I realized why I disliked mapoptions.lua - its difficult to test through spring.exe. Default enabled are different when launched from lobby compared to spring.exe. Test from lobby, as that is what the players will see.
Make sure your gadget or whatever that use Spring.GetMapOptions() handles nil. If you don't, then the map will bug outs when run via Spring.exe. Actually that's where you set your default for when run via Spring.exe. For exemple: local myOption = Spring.GetMapOptions()["yourfield"] or DefaultValue
Re: new map with swampyness
How do you do that? (I want to confirm.)zoggop wrote:testing directly in spring works fine
OT: cascading configs are good for automagic parsing and generating by software and (mostly) confusing for humans. IMO include statements are sane, when they incl. only files with a certain .EXT
Re: new map with swampyness
Also, why bother with mapoptions if you're making a simple map?
Remove mapoptions.lua and all of /LuaGaia/ and /mapconfig/ from the blueprint if you're making a simple, optionless, map. All I'd say you'd really need from the blueprint is to get the mapinfo.lua in replacement of the smd.
Remove mapoptions.lua and all of /LuaGaia/ and /mapconfig/ from the blueprint if you're making a simple, optionless, map. All I'd say you'd really need from the blueprint is to get the mapinfo.lua in replacement of the smd.
Re: new map with swampyness
Heh, the only reason I didn't remove LuaGaia and mapconfig is that I was afraid of breaking things. If it shouldn't affect what I've got, then away it goes. (Though at some point in the future rain would be cool.)
dansan: I ran the map without a lobby just be running the Spring executable, selecting a mod, a map, and an AI, and hitting "Test the Game". Now that I know the map gets loaded differently from the lobby, I'll test that way. I still don't really understand why the heightmap's values get inverted at all. I mean, I didn't compile it that way, and it's set to false in the mapoptions.
dansan: I ran the map without a lobby just be running the Spring executable, selecting a mod, a map, and an AI, and hitting "Test the Game". Now that I know the map gets loaded differently from the lobby, I'll test that way. I still don't really understand why the heightmap's values get inverted at all. I mean, I didn't compile it that way, and it's set to false in the mapoptions.
Re: new map with swampyness
Also, Beherith, yes, I'm still getting the grass bug. It might not be an issue with the map at all, rather just an issue with that computer and grass (I don't think I had ever turned it on before). I would just go test it on other maps, but that computer isn't accessible today.
Re: new map with swampyness
I tried that, and it didn't change from green to blue.zoggop wrote:dansan: I ran the map without a lobby just be running the Spring executable, selecting a mod, a map, and an AI, and hitting "Test the Game".
- Attachments
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- screen00014.jpg
- started from $ spring / Test Game
- (248.55 KiB) Downloaded 2 times
Re: new map with swampyness
The water should be green. It's the first screenshot I've seen in which the map looks how it should! Whether it looks good or not, is up for debate, however...
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: new map with swampyness
zoggop, I already gave you dark green water settings. You tried them?
btw, map doesn't launch at all for me -- from spring.exe.
btw, map doesn't launch at all for me -- from spring.exe.
Re: new map with swampyness
Yeah, I used those settings except I divided the absorption numbers by two because I wanted the metal spots to be somewhat visible under the water.
Doesn't launch? Wtf.
Doesn't launch? Wtf.
Re: new map with swampyness
Different water render...
Did you use the stuff I setup or was I wasting time?
Did you use the stuff I setup or was I wasting time?
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: new map with swampyness
Hmm, actually you could darken my settings (surface color) even more to make it look more swampy. Those settings are straightly from TheRockJungle map.
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: new map with swampyness
Again, what I recommend, is that you do a complete, working, non-buggy, proper adjusted (meaning that it looks like you wanted) smf map with smd settings, no lua, just specular map and detailtextures included.
After that you can advance.
After that you can advance.
Re: new map with swampyness
smoth, chillax. i just haven't had the time to do another release of the map. i fully intend to use your work.
Re: new map with swampyness
http://api2.ge.tt/0/8p0D7JB/0/blob/download
Well, I seem to have fixed the heightmap inversion and the start locations not being parsed by springlobby. Smoth's splats have been incorperated. I did some tweaks to the water appearance and the grass. The water's absorb, base color, and surface alpha have no effect for me, so water may look different than it does for me:

(Yes, the grass bug is still there for me if I'm zoomed out more.)
Well, I seem to have fixed the heightmap inversion and the start locations not being parsed by springlobby. Smoth's splats have been incorperated. I did some tweaks to the water appearance and the grass. The water's absorb, base color, and surface alpha have no effect for me, so water may look different than it does for me:

(Yes, the grass bug is still there for me if I'm zoomed out more.)
Re: new map with swampyness
The best part about this map are the metal spots which look very good, too bad you didn't put the same amount of detail into the rest of the "swamp".
I wouldn't use L3DT, speaking as someone who bought the Pro version, it's probably the hardest tool to get a nice result from. As you could see the details in the basic L3DT materials is very low, and to make it worse you have an artificial resolution limit in the trial. Take a look at Carrara 3D or the World in Conflict editor for better textures.
I wouldn't use L3DT, speaking as someone who bought the Pro version, it's probably the hardest tool to get a nice result from. As you could see the details in the basic L3DT materials is very low, and to make it worse you have an artificial resolution limit in the trial. Take a look at Carrara 3D or the World in Conflict editor for better textures.
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: new map with swampyness
Don't worry about the grass bug. It's something engine related.
Re: new map with swampyness
V 0.6.1 looks very nice nice now for me, when started from sl. (startpos & mapinfo are good too)