(Completed) Remake on a old TA map ...

(Completed) Remake on a old TA map ...

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genblood
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(Completed) Remake on a old TA map ...

Post by genblood »

Metal-Wasteland is a old TA map. I've revamped it to fit it
into the TA Spring format. I also, redone the texture map.
Here are some screen shots of the map.

Get the file here:

http://www.fileuniverse.com/spring/maps ... teLand.sdz

Image

Image

Image

Image


The map is around 20 MBs. I need someone to upload it for me ...

I hope someone likes the screen shots. ...[/url]
Last edited by genblood on 09 Aug 2005, 00:25, edited 1 time in total.
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hrmph
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.

Post by hrmph »

Have you 7zipped the three files? 20Megs is huge!
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zwzsg
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Post by zwzsg »

I hope the roads give a clear speed bonus.
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genblood
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Post by genblood »

zwzsg,

Good idea .... Now how can this be done .... what .bmp
gets changed .... metal map? Can you post more information
on how to get it done. Any info would be very helpful.

UPDATE:

The file zipped at 19.8 MB, now its 7zipped its 15 MB ...
Most likely it will change again when I add the improvements.
The road stuff and other surface effects .. when I get the
information ..
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cyclerboy
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Post by cyclerboy »

i well upload it for you no problem, just tell me how it well be my first time. i have cable internet so it well only take a few minutes.
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zwzsg
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Post by zwzsg »

genblood: you create yet another bmp, same size as heightmap.
Give a different color to each kind of terrain:
- All colors with red=0 will be terrain type 0.
- All colors with red=1 will be terrain type 1.
- Etc...

Then add -y "your_terrain.bmp" to the mapconv commandline.

Then in the smd:
[TERRAINTYPE0] //which terrain type goes where on the map is determined by the typemap
{
name=Name_as_shown_ingame; //human visible identifier of the terrain type
hardness=1; //multiplier of the global hardness value (default value=1)
tankmovespeed=1; //multiplier of tank units speed after slope mods etc has been applied (default value=1)
kbotmovespeed=1; //multiplier of kbot units speed after slope mods etc has been applied (default value=1)
hovermovespeed=1; //multiplier of hover units speed after slope mods etc has been applied (default value=1)
shipmovespeed=1; //multiplier of ship units speed after slope mods etc has been applied (default value=1)
}
[TERRAINTYPE1]
{
name=Road;
hardness=1;
tankmovespeed=10;
kbotmovespeed=3;
hovermovespeed=1.5;
shipmovespeed=1;
}
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genblood
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Post by genblood »

zwzsg,

Thanks for the info ... I'm working on it right now ... 8)

If I don't run into any major issues I'll have it done
next week.
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genblood
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Post by genblood »

I made the hardness map. An set the red to 1. I compile the
map. Here is the .smd file

[MAP]
{
Description=Metal-WasteLand;
TidalStrength=28;
Gravity=150; //in units/sec^2
MaxMetal=0.09; //how much metal a map square with the maximum metal value gives
ExtractorRadius=100; //radius that a single extractor(mine) extracts from
MapHardness=100; //defines how much the terrain changes from explosions etc

[ATMOSPHERE]
{
FogColor=0.75 0.7 0.65;
FogStart=0.2;

CloudColor=0.85 1.7 4.7;
SkyColor=0.85 0.65 0.7;

SunColor=1.2 0.6 0.4;
CloudDensity=0.4;

MinWind=5;
MaxWind=28;
}
[WATER]
{
WaterBaseColor=0.4 0.5 0.8; //color at water surface
WaterAbsorb=0.004 0.004 0.002; //how fast different colors are absorbed by the water
WaterMinColor=0.1 0.1 0.3; //the min value the water colors will go down to
}
[LIGHT]
{
SunDir=1 0.3 1; //direction of sun (spring will normalize it later)(y component is upward)

GroundAmbientColor=0.5 0.5 0.53; //ambient (non sun lit) color of ground (and grass etc)
GroundSunColor=0.7 0.6 0.4; //color of ground where fully sun lit (added to ambient)
GroundShadowDensity=1.0; //how far from the non shadowed to the ambient color stuff in shadow will go

UnitAmbientColor=0.5 0.5 0.53; //ambient (non sun lit) color of units (and wreckage etc)
UnitSunColor=0.8 0.6 0.4; //color of units where fully sun lit (added to ambient)
UnitShadowDensity=0.7; //how far from the non shadowed to the ambient color stuff in shadow will go
}
[TEAM0]
{
StartPosX=198;
StartPosZ=269;
}
[TEAM1]
{
StartPosX=6951;
StartPosZ=6975;
}
[TEAM2]
{
StartPosX=6911;
StartPosZ=164;
}
[TEAM3]
{
StartPosX=198;
StartPosZ=6978;
}
[TEAM4]
{ startposX=469;
startposY=3440;
}
[TEAM5]
{ startposX=6951;
startposY=3716;
}
[TERRAINTYPE0] //which terrain type goes where on the map is determined by the typemap
{
name=default; //human visible identifier of the terrain type
hardness=1; //multiplier of the global maphardness value (default value=1)
tankmovespeed=1; //multiplier of tank units speed after slope mods etc has been applied (default value=1)
kbotmovespeed=1; //multiplier of kbot units speed after slope mods etc has been applied (default value=1)
hovermovespeed=1; //multiplier of hover units speed after slope mods etc has been applied (default value=1)
shipmovespeed=1; //multiplier of ship units speed after slope mods etc has been applied (default value=1)
}
[TERRAINTYPE1]
{
name=Road;
hardness=1;
tankmovespeed=10;
kbotmovespeed=3;
hovermovespeed=1.5;
shipmovespeed=1;
}
}



Now as soon as any tank, kbot or plane attacks the other
commandwe it crashes Spring ... Did I mess something up
In the .smd file or the color settings for y map settings?
Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

try not to adjust kbot moverates too much, because you could make their walk animations look strange.
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zwzsg
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Post by zwzsg »

I tried that smd with my map, seem to work.
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Weaver
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Post by Weaver »

genblood wrote:tankmovespeed=10;
This a big speed bonus, and it got me thinking... its all well and good when the the road is undamaged but when it become cratered should it retain this bonus?

I am sorry if I've made everything more complicated, it seem completely logical that some surface's speed modifiers will be more affected by damage than others. Those that relied on being smooth or offering more grip than normal eg. road, should be most affected. Conversely, sand would probably not be affected at all.

A simple (ish) solution might be to alow terrian types to change type when damaged. When the height is restored to the original maybe the type could be restored as well.
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zwzsg
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Post by zwzsg »

Uhm, don't you know units are already slowed by damaged terrain?
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Min3mat
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Post by Min3mat »

yeah but come on they will be slowed down...and then the speed modificator will multiply and make them go faster on chewed up road than they would on chewed up grass etc. which IMO is not right... i see no easy way to solve this problem tho...just leave it as it is.
Anyway x10 speed!!! wtf!!! imagine the speed a scout will go ^^ it would be unhittable!
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Weaver
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Post by Weaver »

zwzsg wrote:Uhm, don't you know units are already slowed by damaged terrain?
Yes but by how much, and is this mainly determined by gradients introduced by craters? Now we have hardness and terrain types shouldn't we review this?

My point being that sand is not greatly damaged by explosions it just becomes less flat, a road however will be broken up and lose the surface properties that made it so much better for some units.
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genblood
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Post by genblood »

Cool .... the speed of the units is GREAT ....


It didn't take that long to do ... :shock:


Now the hard part ... its still 15 MB can someone
from FU PM me with info on how I can post it ?
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Guessmyname
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Post by Guessmyname »

This (as in, the original OTA version) map was made by me!
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genblood
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Post by genblood »

Guessmyname ,

Correct ... I did change the textures and added some
roads to it. I also, added the some of the new features to
the map. If you walk or drive on the road it's faster ... :)
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Guessmyname
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Post by Guessmyname »

The textures are certainly interesting.

Looks good! I didn't realise people liked this map so much...
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zwzsg
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Post by zwzsg »

Have you 7-zipped it? If it's 15MB even after being 7-zipped, then something is wrong. Don't forget tiles are 32x32.
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genblood
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Post by genblood »

zwzsg,

Its 7zipped ... its 14.3 MB ... Its alot of different types
of textures used to make this map. Thats why its so big ..
I think ... Here is a screen shot of the mini map. Also, I added
the extra .bmp to increase speed if you use the roads.

Image

I hope to have it uploaded in a few days...
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