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NEW MAP : Map-Concepts ... released
Posted: 02 Aug 2005, 18:50
by genblood
Here is a new map .. I hope someone likes it ...
Mini Map:
Screen shots of the maps building stuff ...
Have fun ......
Posted: 02 Aug 2005, 18:52
by IMSabbel
This map again reminds me:
When will the radar dots on non-square maps be fixed?
Posted: 02 Aug 2005, 22:44
by zwzsg
I think you should have said the map wasn't made by you, but was a quick and dirty port of
PRO42-The Bereaver-.
The gun emplacment looks very pretty in the 2D of TotalA. But they look absolutely horrible in 3D. And you haven't made any effort to fix them. Basically it's a 5mins job, you exported heightmap and colormap, resized heighmap, ran mapconv, and added an uglyly colored .smd. When will people realise it takes much more than that to get a good result? Can you SEE how horrible those gun cannon look in Spring 3D? They only work when seen from top, any tilt and the illusion is broken. Well, however, you managed to get the heightmap line up quite well, so points for that. Still, one can clearly see the heightmap wasn't made to be viewed in full 3D. Ponds are like painted. Cliffs edges are ultra smooth. Etc...
Just one thing intrigue me. There's no tree on that map. Do you have notree mapconv for the new format, or have u used some hue shifting technique? (which would explain the horrible purplish color)
Posted: 02 Aug 2005, 23:18
by Gunthahaha
At the beginning, I thought those cannons were statues of faces
The only way to fix that is to model the cannons I think....
I tried this map, it is very nice to play, but the host crashed during the game

Posted: 02 Aug 2005, 23:23
by genblood
zwzsg ...
I NEVER SAID I MADE IT !!!!!!! READ THE POSTING !!!!
genblood
Here is a new map .. I hope someone likes it ... Laughing
Unless you can see something I didn't WRITE ... I NEVER
claimed it has a CUSTOM map I made ....
A seen a picture on FU that reminded me of this and I converted
it ... An it took more then 5 minutes to convert it ... The trees ..
alone took more time ....
I know its isn't perfect ... but .... others might like it ....
...
Posted: 02 Aug 2005, 23:58
by hrmph
Heh! I hate to say it but zwzsg said exactly what I was thinking about those gun emplacements, and the heightmap. You could have made some effort to fix the gun emplacements, in 3D they look very strange.
Posted: 03 Aug 2005, 00:04
by aGorm
soory genblood, but I to have to agree! Even if this plays well (i dont know) i would not toch it. It just looks like a rush job.
aGorm
Posted: 03 Aug 2005, 00:08
by genblood
zwzsg ... I'm sorry .... having a BAD ... day ...
I never claimed on making it, I should have posted more
details about it .....
An I'll leave it at that .....
Posted: 03 Aug 2005, 01:17
by mufdvr222
Can someone update the wiki to let map makers know that either spring or mapconv (don`t know which) misalignes the heightmap a little, it could save people a lot of time and frustration. (edit) its only by about two or three pixels but thats enough to make a map look bad.
Posted: 03 Aug 2005, 10:19
by aGorm
My map hasn't been miss alinged... However I think I know what may be the problem. Do you have a sharp change in the terrain? as in, you have a metal texture next to a grass texture, with no blur between the two? if so, because the height map is one 8th the size you have to shift the textures buy 4 pixels, as 1 pixel on teh height map is 8 on the texture map, and you'll draw to the edge of teh 8 pixels where you need to go to the middle.
aGorm
Posted: 03 Aug 2005, 13:46
by mufdvr222
Interestingly no there are no sharp changes in terrain type.
I first noticed this the first time I loaded a map in spring ported from ta, "more noticeable on maps with some water" the heightmap looked like it was shifted to the lower right in relation to the texture.
I had the same problem with a rendered map I have almost finished that was generated with a terrain renderer that had perfect allignment when previewed with a 3d viewer but in spring it had the same allignment problem, however I am not claiming there is a problem with spring or mapconv "allthough I did say that in the previous post,, was ranting a little"I don`t really know whats causing it, if I still have the screenshots I will post one.
Posted: 03 Aug 2005, 14:02
by Weaver
I understand that the sizes for the texture map and height map are;
8x(2^n) and (2^n)+1
So what happens to the extra pixel in the height map is it squeezed in across the whole map spoiling the exact 8 to 1 pixel alignment or is it lost off an and edge somewhere?
Posted: 03 Aug 2005, 14:15
by aGorm
Ignor my last post is was a bad explanation...
Weaver your not quite right ... you see each pixel on the height map represents the courner of one of the squares of 8 pixels on the actule map. As an example, say you had ten squares
[1][2][3][4][5][6][7][8][9][x] --- ignore the fact they have holes
if you count the amount of courners it will be 11
1.2..3..4.5..6..7.8..9.10.11
.[ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]
You see? thats were the extra pixel comes in.
Were you taking the height map from a TA map? and using the TA terrain? They are likely to be miss alinged...
Also, is the map symaertical. It may be you have not inverted teh heightmap, but it almost works because the map is symetrical.
aGorm
Posted: 03 Aug 2005, 19:37
by Weaver
I think I have it, so the smallest possible map you be 8x8 tex and 2x2 height. Counting pixels like this;
Code: Select all
1 2
[1][2][3][4][5][6][7][8]
[2][ ][ ][ ][ ][ ][ ][ ]
[3][ ][ ][ ][ ][ ][ ][ ]
[4][ ][ ][ ][ ][ ][ ][ ]
[5][ ][ ][ ][ ][ ][ ][ ]
[6][ ][ ][ ][ ][ ][ ][ ]
[7][ ][ ][ ][ ][ ][ ][ ]
[8][ ][ ][ ][ ][ ][ ][ ]
3 4
Posted: 04 Aug 2005, 09:58
by aGorm
in theroy, but the smallest size is infact 512.
aGorm
Posted: 28 Aug 2005, 23:19
by steve
Posted: 29 Aug 2005, 01:14
by mongus
hey, this bot steve has not being banned. 2 posts already.
Posted: 29 Aug 2005, 02:01
by genblood
someone needs to kill his account ..
Posted: 29 Aug 2005, 02:17
by Kuroneko
I notified teh admins when I noticed it. It's like a bot...but...it's a really bad bot.