RE-RELEASE .. Metal-Isles-V3.1
Moderator: Moderators
RE-RELEASE .. Metal-Isles-V3.1
I was surfing throught the WiKi pages an ran across
a review of Metal-Isles I did ... I forgot to add metal
in the water areas. So, I fix that issue and a few others.
I change the size to 22x20 ...
Fixed the type map issue and reset the wind value.
Download!
http://spring.unknown-files.net/file/34 ... sles-V3.1/
a review of Metal-Isles I did ... I forgot to add metal
in the water areas. So, I fix that issue and a few others.
I change the size to 22x20 ...
Fixed the type map issue and reset the wind value.
Download!
http://spring.unknown-files.net/file/34 ... sles-V3.1/
Last edited by genblood on 12 Aug 2007, 20:41, edited 3 times in total.
Re: RE-RELEASE .. Metal-Isles-V2.0
genblood wrote:I was surfing throught the WiKi pages an ran across
a review of Metal-Isles I did ... I forgot to add metal
in the water areas. So, I fix that issue and a few others.
I change the size to 23x21 ...
Well i didn't test it, but in spring its theoretical impossible to have uneven dimensions... so 23x21 should be buggy.
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
The map still suffers from those rounded fugly walls, and not to be rude, but tbh there doesn't seem to be much improvement on the map compared to the old one.
The height map Needs a complete overhaul IMO.
The texture could also use some cleanup, or at least be improved some.
Reference the screenshots for this map, as this is what Core Prime maps should look like.
http://spring.unknown-files.net/file/18 ... evision_2/
The height map Needs a complete overhaul IMO.
The texture could also use some cleanup, or at least be improved some.
Reference the screenshots for this map, as this is what Core Prime maps should look like.
http://spring.unknown-files.net/file/18 ... evision_2/
Naw, the texture is still really blotchy and weird.
Stick with the original Metal plate tile, and just use a different detail texture, like a medium gloss map, that needs to be defined in the map code smd, that can be extracted from my origional map, and will get rid of the carpet effect.
Here is the height map from my Revision of CorePrime Industrial area REV-2
You should be able to cut/paste the tiles out pretty easy.
http://www.mrd.str8-6.com/files/cp_h.rar
And the textures of my walls.
http://www.mrd.str8-6.com/files/castles.rar
Detail texture replacement
http://www.mrd.str8-6.com/files/detailtex3.rar
Stick with the original Metal plate tile, and just use a different detail texture, like a medium gloss map, that needs to be defined in the map code smd, that can be extracted from my origional map, and will get rid of the carpet effect.
Here is the height map from my Revision of CorePrime Industrial area REV-2
You should be able to cut/paste the tiles out pretty easy.
http://www.mrd.str8-6.com/files/cp_h.rar
And the textures of my walls.
http://www.mrd.str8-6.com/files/castles.rar
Detail texture replacement
http://www.mrd.str8-6.com/files/detailtex3.rar
what are you talking about?MR.D wrote:and just use a different detail texture, like a medium gloss map, that needs to be defined in the map code smd
i can't find anything that defines a "gloss map" in core prime v2's smd nor have i ever heard of it, but it sounds intriguing. can you actually force the detail texture to be reflective?
The default detailtexture is a grainy texture, its just greyscale alpha with grits.
A glossy detail texture is a solid grey, that way the real map texture is not covered up with gritty stuff, and that is particularly important in metal maps.
You won't get a reflective map without using the new map format, but this can somewhat fake it.
I guess its been longer than I thought since I made a metal map, I thought that the detail texture was defined in the smd so my bad.
A glossy detail texture is a solid grey, that way the real map texture is not covered up with gritty stuff, and that is particularly important in metal maps.
You won't get a reflective map without using the new map format, but this can somewhat fake it.
I guess its been longer than I thought since I made a metal map, I thought that the detail texture was defined in the smd so my bad.
you're right, the detailtexture is defined in the smd, but there were no maekdetailtexreflective = 1 tags or anything so that's why i asked
by glossy you just meant the detail texture is solid grey
i do remember seeing metalheck with a reflective detailtex, that's why i asked, but if we have to use the problematic sm3 it isn't worth it
by glossy you just meant the detail texture is solid grey
i do remember seeing metalheck with a reflective detailtex, that's why i asked, but if we have to use the problematic sm3 it isn't worth it





