Page 1 of 4

RorShock Available 4 Download

Posted: 04 Oct 2005, 15:19
by TARevenger
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

Posted: 04 Oct 2005, 16:01
by Kixxe
Very cool...

It's... not metal right?
And there is metal in the water... right?

Cuz if it is, the gameplay is kool to the max!

Otherwise teh gameplay is teh sux.


Visauly is nice... need's maybe some trees, otherwise nice.



Also reminds me how much i need refelktive water and shadows.

Posted: 04 Oct 2005, 17:04
by NOiZE
Looks quite nice.. however i feel the water should be a bit darker blue and it can definaly use some trees. maybe even some rocks (which is possible now).

I hope u can make this map even better

Posted: 04 Oct 2005, 17:56
by Min3mat
tbh not many maps are showcasing the new feature 'feature placement' :( i thought that everyone would stick some stuff in, even Comet Catcher could have a few bits of wreckage like in that cool mission :)

Posted: 04 Oct 2005, 18:24
by aGorm
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

Posted: 04 Oct 2005, 19:31
by TA 3D
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.. 8)

Posted: 04 Oct 2005, 20:27
by IMSabbel
I _really_ hope there is metal in the water. (because that makes for a much more interesting gameplay).


and: Yay! Finally another nice watermap for spring, plus its large,too, so no problems about it getting a vulcane rush like metal-islands...

Posted: 04 Oct 2005, 21:07
by AF
I think that map looked nice with the way the wtare looked in one of those shots, but then I see the edge of the map. I suggest changing the fog colours so ti blends more, then extending the water out even further, that way you get a nicer effect, and more room for ships.

Posted: 05 Oct 2005, 00:23
by TARevenger
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.

Posted: 05 Oct 2005, 06:53
by TARevenger
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.

Posted: 05 Oct 2005, 08:54
by mufdvr222
Revenger, I can do a metal map for this map if you like, I would need to know what size your texture map is "in pixels please", actually since you extended the oceans I would need a copy of your texture map, resized to the same dimensions as the metal/height map for reference.

Posted: 05 Oct 2005, 10:59
by TARevenger
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

Posted: 05 Oct 2005, 11:52
by mufdvr222
Got it.
Do you want the same sort of metal dustribution as the original? it won`t be exact but near enough.

Posted: 05 Oct 2005, 20:39
by AF
For the commander stature, take a mound of rockand place a commander model ontop of it and retexture the mdoel to look like stone, maybe make it a little bigger.

Posted: 05 Oct 2005, 20:45
by Min3mat
:shock: i remember this map now!!! this map was AWESOME!!! :D:D:D finish it! finish it now! :D

Posted: 06 Oct 2005, 00:54
by TARevenger
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

Posted: 06 Oct 2005, 01:22
by mufdvr222
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

Posted: 06 Oct 2005, 01:53
by TARevenger
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

Posted: 06 Oct 2005, 02:49
by SwiftSpear
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
You bribe Agorm to show you how to use features properly...

Posted: 06 Oct 2005, 06:50
by Maelstrom
well IIRC, you put red=255 for the comm statue, and in the 'fs.txt' file you put the code for the commander, which is ARMCOM. Dunno if this will work, but try it and see.