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As my previous post clearly indicate, I am aware. Althought I disagree with the "severely".Forboding Angel wrote:You probably aren't aware that typemaps severely screw over springs pathfinding.
It's definitely used a lot but might not be used all the time when it should be.zwzsg wrote:During the games I played, I even had a few people telling me that I was wrong and that units did use the blue lane by themselves....
Depends on how good your graphics card is (and probablie what make)knorke wrote:grid lines that are further away from the camera get all funny and flicker when you move the view around.
its also visible on this screenshot:
http://spring.unknown-files.net/picture/2871/4/
also the grid on the cliffs looks ugly, maybe make it just one color there?
http://spring.unknown-files.net/picture/2871/4/
I made it myself!rattle wrote:Nice map by the way, the detail texture is neat.
Until someone code us some trilinear refiltering or whatever the proper name is, this is inevitable with any kind of textures with patterns. But when actually playing, as opposed to screenshoting, I have my resolution set high, my camera turned to top-down view, and not too high, and there it doesn't show as much as one those screenshots made at ground level. Oh, and possibly Spring already has an option to enable filtering, in in settings.exe or buried in some commands or for certain cards only.knorke wrote:grid lines that are further away from the camera get all funny and flicker when you move the view around.
Yes, I'm aware vertical cliff looks ugly. On that map, I tried to limit the uglyness by making sure cliff are actually spanning one "yellow square" wide (32 pixels on texture map, 4 pixels on heightmap), and even two "yellow square" (8 pixels on the heightmap) for the high towers. I guess this wasn't enough and I'll have to widen them more. Also, I made sure most tall cliff have an added yellow 1 pixel line in the middle of the "yellow square", to counter the grid being overelongated on cliff. However, the stretchcing on the cliffs still is ugly. Indeed, using flat color on the cliffs would solve that. However, I decided against it, because otherwise, in a "from below" angled view, you wouldn't be able to see the top edge anymore, especially if both the cliff and sky are flat black. Still, I almost used color for the inside the green-blue tunnel (which account for very few of that map cliffs, I reckon). Also, it should be noted you don't have to use full flat, the vertical lines can remains, a they'll remain crisp, it's only the horizontal lines that needs removed. Anyway, I think the best option would be to make beveled edge at the top, just so I can paint my yellow line in such a way it can be seen from below yet doesn't stretch mutch, and only have the full vertical cliff, with no horizontal lines but still the vertical ones, for the rest of the cliff. Would take some more work, but good maps come at that price. Whatever the way, the detail texture still would show stretched, but hopefully the detailtex is light enough that when stretched it blurs into nothingness. And of course, there's still the option of covering cliff with feature, but I'd rather not.also the grid on the cliffs looks ugly, maybe make it just one color there?
I gave it some metal, so it should be playable with other mod. I'd like to have the other KP maps with metal distribution, however, I don't have the source image used to make them. Marble Madness should be very easy to remake, and I'd even improve it. But for major madness, unless Runecrafter gives me his tex, I can't edit it. And then, I'm not sure it's worth the confusion that would be created by releasing new versions of them.Cabbage wrote:any chance of releasing some of these KP maps with a normal metal map aswell? Won't affect KP games and will allow us to plai BA etc ^^