RorShock Available 4 Download
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- Joined: 23 Jan 2005, 00:09
RorShock Available 4 Download
RorShock
Rerendered Version of the OTACC map Ror Shock using terragen
enlarged to 32x32 with 10 player start positions.
no Screenshots here, will upload a few to FU Later on
Epic Naval Battles here we come
http://www.fileuniverse.com/?p=showitem&ID=2318
managed to compress it download to 15meg with no loading problems
Rerendered Version of the OTACC map Ror Shock using terragen
enlarged to 32x32 with 10 player start positions.
no Screenshots here, will upload a few to FU Later on
Epic Naval Battles here we come
http://www.fileuniverse.com/?p=showitem&ID=2318
managed to compress it download to 15meg with no loading problems
Last edited by TARevenger on 02 Feb 2006, 23:35, edited 4 times in total.
Looks good, maybe just lowwer the water line slightly so tyheres no grass in water...
Lack of features in maps is because alot of people havn't got it licked... I have though... however I'm now working on pushing the boundries of them to see what will happen, so You wont get a map for a while!
aGorm
Lack of features in maps is because alot of people havn't got it licked... I have though... however I'm now working on pushing the boundries of them to see what will happen, so You wont get a map for a while!
aGorm
Heres my sugestion. Open Annihilator, and export the map texture as a bump, so you have something for referencing the colors to. Then open ol Terragen, and start playing with the surface textures. Try different paramiters, and combinations. Take a look at this Terragen map I made thats being worked on right now. Theres a link in the first post to a zip on FU that has the files for it. That should help in getting it looking real.
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2175
Otherwise for starters, it's looking good. Oh one other suggestion. Open up the ccdata.ccx(I think thats the right extension) file with HPI viewer, go to the folder that has the GAF files for the "Mission Briefs," find the one for the lush world and extract it and use it as a referance as well. Don't be afraid to experiment..
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2175
Otherwise for starters, it's looking good. Oh one other suggestion. Open up the ccdata.ccx(I think thats the right extension) file with HPI viewer, go to the folder that has the GAF files for the "Mission Briefs," find the one for the lush world and extract it and use it as a referance as well. Don't be afraid to experiment..

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- Posts: 111
- Joined: 23 Jan 2005, 00:09
yes there is metal in in the water i'll get a screenshot of the metal map later on.
as with grass in the water i'll have to render the texture again as I got the waterlevel perfect.
long range plasma cannons on watermaps this size are only good for defence which is good.
can someone create a commander statue for the island as I suck a 3d modeling but then it could be easy?
the water does look darker with reflective water off
I am reminding people that it's in the old map format so I have to compile it to the new map format first.
as with grass in the water i'll have to render the texture again as I got the waterlevel perfect.
long range plasma cannons on watermaps this size are only good for defence which is good.
can someone create a commander statue for the island as I suck a 3d modeling but then it could be easy?
the water does look darker with reflective water off
I am reminding people that it's in the old map format so I have to compile it to the new map format first.
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- Posts: 111
- Joined: 23 Jan 2005, 00:09
Update!!!
I've added a screenshot of the metal map if anyone wants to improve it be my guest
I'm currently rendering a new texture map while i'm typing this post.
i've shrunk the islands back to their original OTA size 26x26 and extended the ocean to make the map 32x32 to give any naval forces more room to move behind the islands.
I've added a screenshot of the metal map if anyone wants to improve it be my guest
I'm currently rendering a new texture map while i'm typing this post.
i've shrunk the islands back to their original OTA size 26x26 and extended the ocean to make the map 32x32 to give any naval forces more room to move behind the islands.
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I've zipped up copy of my heightmap you can grab it here
http://homepages.ihug.co.nz/~ahayes25/T ... ock2hm.zip
if you do need the texture the render is just about finished just let me know
http://homepages.ihug.co.nz/~ahayes25/T ... ock2hm.zip
if you do need the texture the render is just about finished just let me know
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- Joined: 23 Jan 2005, 00:09
for the metal map have it so you can grab metal from any where but where metal was originally on the map have metal extracting the strongest (-/+ 2.3) then everywhere else weak metal extracting 0.01 or something if you get my drift
I just need a map compiler (new map format) that can support a 16384x16384 texture image
I just need a map compiler (new map format) that can support a 16384x16384 texture image
Here is the metal map, you need to have these values in your .smd
MaxMetal=1.80;
ExtractorRadius=40;
As a starting point,, leave the radius as is but tweak the max metal untill you get the exact output you want.
http://www.mufdvr.222clan.com/shock.zip
MaxMetal=1.80;
ExtractorRadius=40;
As a starting point,, leave the radius as is but tweak the max metal untill you get the exact output you want.
http://www.mufdvr.222clan.com/shock.zip
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ok got it
so how will I get this commander statue in map
for now i'll put him in another map i have for testing
I've taken the armcom.3do file and blown it up 5x the size i'm leaving the textures as they are for now.
now what?
put a red=1 pixel in my feature map?
then create a 'fs.txt' file with ???? info
so how will I get this commander statue in map
for now i'll put him in another map i have for testing
I've taken the armcom.3do file and blown it up 5x the size i'm leaving the textures as they are for now.
now what?
put a red=1 pixel in my feature map?
then create a 'fs.txt' file with ???? info
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
You bribe Agorm to show you how to use features properly...TARevenger wrote:ok got it
so how will I get this commander statue in map
for now i'll put him in another map i have for testing
I've taken the armcom.3do file and blown it up 5x the size i'm leaving the textures as they are for now.
now what?
put a red=1 pixel in my feature map?
then create a 'fs.txt' file with ???? info