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Posted: 27 May 2006, 00:48
by PauloMorfeo
aGorm wrote:...
Ive pretty much gott he heightmap sorted, ...
Care showing it so we can bash and insult you (and hopefully argue constructively about it but that is a side bonus)?
Posted: 29 May 2006, 17:50
by aGorm
First to point out the texture has odd lines across and down the middel gets a cookie (ohh.. thats me then). I'll rub them out of the final thing dont worry.
Feel free to bash it, but be aware I wont listen
aGorm
Posted: 29 May 2006, 18:11
by NOiZE
Besides those lines it looks great!
Make sure it get trees/rocks
Posted: 29 May 2006, 18:19
by Zenka
yarr looks good.
How big is it? (between big and huge)
Posted: 29 May 2006, 18:19
by aGorm
Thanks mate! They will be gone!!
(And yhe, was gonna use a mix of plams, trees, rocks, and maybe a few other bits of shrubary (NI!!!!))
28 x 28 i think...
aGorm
Posted: 29 May 2006, 21:22
by AF
It's not bright enough.
Make the yellow sea bottom a tropical blue and make the green much brighter, so it looks mroe like the supcom map, otherwise it's gonna look too dark....
Posted: 30 May 2006, 00:19
by feanix
i though i'd post my own efforts
its designed to be a 32x32 map. its only an approximation, but its close enough, i think. the water colour wont be in the final texture (spring does its own blue water texture as far as i can tell), its just there to give an impression of the water level. i might need to make the mountains look a bit more craggy too. ah well, WIP...
Posted: 30 May 2006, 00:21
by Zoombie
I kind of like the slightly brighter green of aGorm's map better.
Also that is one chu-razy avatar.
Posted: 30 May 2006, 00:22
by aGorm
Man AF, why must you always state the obvios?? Of course the dam sea will be blue when its done. Thats the texture when not in game, IE with no water. You dont putt he water in the picture mate, you let the engin add it and renedr the sae bed (which at that whiteish yellow colour happens to come out a nice shade of blue, especial with decent water settings in teh smd)
Also, whiles't its based on teh sup com map... it aint an exact replica and I never said it would/could be. Grass will prob turn out lighter (so that the trees dont look odd) but just because its based on it dont mean it will be just like it. (just like my mountains are slightly different...)
(Oh and thanks Zoombie)
aGorm
Posted: 30 May 2006, 00:23
by feanix
lol, i could rebalance the colours if need be. also, im aiming for 32x32... this all depends if i can find a computer with enough ram to hold the enormous bitmap. i'll scale it down if necesary.
im making this map for me and my friends, so im going ahead with it regardless, i just thought you guys might be curious. :3
Posted: 30 May 2006, 01:57
by IceXuick
feanix and agorn, i think both look nice. I do like the colors of feanix, although when making a kinda 'remake' you should go with a brighter green, and if not, i like it (bit standard l3dt texture but okay). aGorn's render is very nice! (which program did you use?)
The seabed thing is also nice aGorn, and i also would make it that way. I only think it's a pity that in the minimap you will see the surface texture, and not the water, so your boat-icons will float in beachsand... (not that this is a really big problem), but i did it the feanix way, with a blue color on sailaway...)
just both finish em, and make them good, and don't start thinking the other one will 'really' finish it!!
Posted: 30 May 2006, 05:31
by mongus
make a monkeylord feature

Posted: 30 May 2006, 10:13
by aGorm
No worries IceXuick, go and look at Aftershock again... Notice there is Sea on teh mini map... and not on teh texture...
I thought you knew how water worked??
aGorm
Posted: 30 May 2006, 10:18
by NOiZE
AF wrote:It's not bright enough.
Make the yellow sea bottom a tropical blue and make the green much brighter, so it looks mroe like the supcom map, otherwise it's gonna look too dark....
I agree it needs to be a bit brighter, as it's a remake of a supcom map, it should look like a supcom map.
Posted: 30 May 2006, 14:49
by SwiftSpear
Ice: The ingame minimap is a miniturized version of the macro map being rendered, so you can see the water even when the land under it isn't textured as water. This doesn't transfer over to lobby because you have to go through the game loadup to acctually render the map, so lobby only shows a mini of the primary texture, not the map the way it looks in it's final render.
You can see explotions on the minimap ingame too for this exact reason, it's just a mini version of the macromap.
Posted: 30 May 2006, 17:35
by IceXuick
:)

Posted: 30 May 2006, 17:39
by Forboding Angel
aGorm wrote:No worries IceXuick, go and look at Aftershock again... Notice there is Sea on teh mini map... and not on teh texture...
I thought you knew how water worked??
aGorm
That one struck me as a little strange too... Bottom of sea == sand... Thats the way the ocean works...
Posted: 30 May 2006, 18:06
by Cheesecan
Lmao.
Posted: 31 May 2006, 03:07
by Proply
looking nice :)
kinda looks like a green acid bridge (minus the acid of course)
Posted: 31 May 2006, 04:00
by OverDamage
If you happen to look close at
this picture, you will notice green and blue X's on the minimap.
I think it would be safe to say the
green X's are metal patches, as the layout seems to me like a good metal layout.
The
blue X's may be some kind of energy patch (IE geothermal). Given that there are only 4 such patches on each side this seems logical.