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Re: Map design concept / WIP. mean streets of the deathstar
Posted: 09 Oct 2009, 18:55
by smoth
Pxtl wrote:Does the tile-placement properly line up with Spring's grid so that it can take advantage of the texture tiling system?
.... you mean the shit compression algorithm mapconv uses?
Spring's tiling system only loads tiles based on what the converter gives it. There is no magical tiling system. We have covered this ad nauseum.
Re: Map design concept / WIP. mean streets of the deathstar
Posted: 09 Oct 2009, 19:02
by Frostregen
smoth wrote:Pxtl wrote:Does the tile-placement properly line up with Spring's grid so that it can take advantage of the texture tiling system?
.... you mean the shit compression algorithm mapconv uses?
Spring's tiling system only loads tiles based on what the converter gives it. There is no magical tiling system. We have covered this ad nauseum.
The "spring grid" is 32x32.
So if you use texture sizes which are multiples of 32, this would indeed work perfectly. SME only reuses 100% identical tiles anyway, so no compression artifacts. mapconv on highest settings does the same, i think.
Re: Map design concept / WIP. mean streets of the deathstar
Posted: 09 Oct 2009, 19:08
by smoth
Except that it doesn't look good. It has to have the tiles exactly aligned and anything at 32X32 will look like ASS on a map. I don't care what the low end fags say, it looks like ass.
I tried using some tile textures and unless I set the compression to REALLY high it didn't really save that much space. In fact when I did use compression setting to get the tiles to be more efficient the damned thing ripped up my cliff textures.
It works fine if given really clean repeating patterns because the awful compression doesn't show. However, when you try and use mixed tiles it goes all to hell.
*edits* I am talking about natural type terrain, something like this tileset ought to do fine.
Re: Map design concept / WIP. mean streets of the deathstar
Posted: 09 Oct 2009, 19:12
by Frostregen
Oh, ok. I was talking about this tileset
Right, natural terrain works bad.
Tilesets will work good. (unless you shade the map afterwards

)
Edit: Btw, you mentioning 16 bit... I need to add that to prefabs...
Edit Again: Done.
From left to right:
8bit blurred,
8bit original,
16bit blurred
As brush patterns and prefabs share the same backend, this automatically works for prefab heightmaps too.
Edit:
Added loading code into general heightmaps too.
Now you are able to load&save any image format for heightmaps.
Especially 16bit grayscale PNG should be worth it :)
Re: Map design concept / WIP. mean streets of the deathstar
Posted: 12 Oct 2009, 11:31
by SirArtturi
Played this map yesterday 3v3. First i was a bit concerned whether the concept would work, but afterall it played very well! A bit different than usual dsd tabula games but I see this as a positive thing.
Still theres some bugs in heightmap, the maphardness is too soft and all the cool features are missing. Also, the start locations, the platforms could be a bit simpler so that base building wouldnt be so complicated. Do these KaiserJ and I'll love it with all my heart!
Re: Map design concept / WIP. mean streets of the deathstar
Posted: 23 Oct 2009, 20:22
by KaiserJ
Frostregen wrote:16bit grayscale PNG
thankyou thankyou thankyou!
<3 <3 <3.
Re: Map design concept / WIP. mean streets of the deathstar
Posted: 17 Jan 2010, 14:49
by Beherith
So i tried to play on new lammas v2, but the metal distribution is horrible

I would love if you could release a tile style map with a better metal distro :)
Also, set the fogcolor to black, white fog is totally out of place on it.
Re: Map design concept / WIP. mean streets of the deathstar
Posted: 23 Jan 2010, 00:35
by KaiserJ
Beherith wrote:So i tried to play on new lammas v2, but the metal distribution is horrible

I would love if you could release a tile style map with a better metal distro :)
Also, set the fogcolor to black, white fog is totally out of place on it.
didnt see this until now...
challenge accepted.
my counter challenge is this... design a very basic height / metal layout for me! i havent a clue what to do. try to restrict the heightmap within the bounds of whats there in lammas (two height levels of tiles) because stretching it beyond that the heightmap gets fairly mucked up.

the rougher the concept the better.
Re: Map design concept / WIP. mean streets of the deathstar
Posted: 23 Jan 2010, 02:12
by JohannesH
I can sketch something for you, how many players do you want it designed for?
And do you have tiles for impassable walls, iirc all the walls on lammas were more or less bot-climbable? Is water possible?
Re: Map design concept / WIP. mean streets of the deathstar
Posted: 23 Jan 2010, 03:40
by KaiserJ
if you need unclimbable walls; i can certainly include them either through adjusting an existing tile or creating a new one; so don't let that limit your design. water is certainly possible as well.
the biggest limit that i can see is the number of layers of tiles i can use... anything beyond the height limits in the lammas map end up stretching and losing a lot of heightmap detail when i export them. keep the design limited to three height levels (think DsD) and it should be quite buildable.
how about something around 18x12 size?