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RE-RELEASE .. Metal-Isles-V3.1
Posted: 05 Aug 2007, 23:06
by genblood
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/
Re: RE-RELEASE .. Metal-Isles-V2.0
Posted: 05 Aug 2007, 23:09
by NOiZE
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.
Posted: 06 Aug 2007, 00:26
by genblood
I tested it with AI and it was "OK".
I just try it over the internet and got a crash in the
middle with luna errors.
I'm converting it to 22x20 right now ...

Posted: 06 Aug 2007, 01:14
by Pressure Line
can AA/BA/CA/etcA hovercraft get up and down the ramps on this version? i have some old version that makes hovercraft useless, since they cant get up onto the land

Posted: 06 Aug 2007, 01:53
by genblood
I just tried the map with the mods and the hover units and water
units can go down the ramps.
Posted: 06 Aug 2007, 03:46
by MR.D
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/
Posted: 06 Aug 2007, 05:36
by Dragon45
pimple hills ftw. core prime is hitting puberty!
Posted: 06 Aug 2007, 05:54
by genblood
Does this look better ...

Posted: 06 Aug 2007, 07:06
by AF
you need a new detail texture. Metal worlds dont look like carpet close up
Posted: 06 Aug 2007, 07:22
by Neddie
I would go with a null detail texture.
Posted: 06 Aug 2007, 08:08
by REVENGE
I think it would look cool if you had a Metal Isle day revision or something. Blue skies, bright sun, nice clear water, and most importantly a shiny landscape that's like chrome and reflects everything.
Of course, I've been told that most people would hate that...

Posted: 06 Aug 2007, 08:09
by MR.D
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
Posted: 06 Aug 2007, 11:24
by genblood
MR.D,
Thanks for the comments and files. I'll improve the over all
look and feel of the map with them.
Posted: 06 Aug 2007, 11:44
by hunterw
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
what are you talking about?
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?
Posted: 06 Aug 2007, 17:08
by MR.D
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.
Posted: 06 Aug 2007, 22:09
by hunterw
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
Posted: 06 Aug 2007, 22:11
by Neddie
We really need somebody who can take on sm3 from where JC left it.
Posted: 08 Aug 2007, 00:08
by genblood
I've take some advice from others and did some changes ... to the
main texture, height map and a few other things ...
So, here are some screen shots ...
Post your comments? ..

Posted: 08 Aug 2007, 04:08
by AF
Theyre those thigns you get cheap eggs and fast food drinks in
Posted: 08 Aug 2007, 06:39
by genblood
AF
Theyre those thigns you get cheap eggs and fast food drinks in
So , does that mean you don't like the new look. The screen shots
don't it any justice ...