Page 1 of 2

Not Finished, but please look and read.

Posted: 22 Oct 2005, 23:02
by aGorm
Image

Ok, this is no-were near done, however, this is a map me and Warlord Zsinj have been working on. Well at the mo mostly me, but he's doing the moddels for the trees (currently I just have his test tree.

If you want to see this done properly then you need to:

1) Get Warlord to make the trees :-)

2) get SY's to make the changes I need in this thread:
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2627

Feed back and stuff apeciated too!

aGorm

Posted: 22 Oct 2005, 23:14
by genblood
DAMN ...


The trees look very big .... :shock:


It looks like its going to be a very cool map when its complete.


Also, I have a question, about the tdf file. I've been trying to
add features and the TA Spring just crashes.
I've added a Objects3d folder and add the 3do fil to it.
An I make a features folder. In the features folder I add
a All Worlds folder and a corpses. I've been adding my
tdf file to the All worlds folder.

An chance can you post a example of your .tdf file?

Posted: 22 Oct 2005, 23:17
by aGorm
It aint all workin though its destryable and reclaimable dispite the tags

[tree1]
{
world=All Worlds;
description=Large Tree;
category=arm_corpses;
object=tree1;
footprintx=32;
footprintz=32;
height=600;
blocking=1;
hitdensity=0;
metal=200;
damage=500;
flamable=0;
reclaimable=0;
featurereclamate=smudge01;
seqnamereclamate=tree1reclamate;
indestructible=1;
}

Posted: 22 Oct 2005, 23:22
by zwzsg
How do the tree tops look? What happens when the camera pass into a trunk?

Posted: 22 Oct 2005, 23:31
by aGorm
Like I said tehers a lot of work

Tree tops dont currently exist but im puuting teh above the camera in OTA view to stop them gettin in teh way

There will be a forest cky box

Camer in trunk makes tree invisible, which is handy to tell teh truth
(unless theyll let me have more than one peice trees, so taht i can just have most of it dissaper , that would be even better)

Hopefully teh always renedr will sort haldf the problems (lie curently if teh ground plate ain in view nither is teh tree... always renedring will solve that)

aGorm

Posted: 23 Oct 2005, 00:20
by Weaver
That looks great, I knew you had something up your sleeve.

Posted: 23 Oct 2005, 00:24
by mongus
hahaha... how cute.
(like they falled into another dimension).

now that's what minispring is about. (big maps, not small units).

but we dont care bout minispring buggy, we want you to give us sharpmap!! :p

e: is that a human feet mark?

Posted: 23 Oct 2005, 01:10
by Isaactoo
Looks like a neat map. Kinda looks like Redwoods (with miracle grow :-) )

I don't get why features seem to get better collision detection them buildings.

Posted: 23 Oct 2005, 06:32
by Warlord Zsinj
I'm working, I'm working!

I think we should add a thick white mist to the map though, aGorm...

Posted: 23 Oct 2005, 06:36
by Zoombie
I was all for nukelear deforistation... but i think i might actually need it for those tree's.

Also, i was wondering if you could reclaim tree's, and how much enegy per tree there would be?

Posted: 23 Oct 2005, 06:39
by Warlord Zsinj
No, the trees are meant to be indestructible features of the map. You are meant to fight around them, not through them.

Posted: 23 Oct 2005, 18:23
by AF
maybe you should add a few zeros to the damge=500 aGorm, and I dunno about adding a thick whtie mist, maybe soemthign more earthy in colour than white. And maybe if the trees where a little browner, with a more golden light as if the suns shining through leaves.

As for no alpha blending so sun can pass through the leaves, maybe if you made the trees so tall that you could put the leaves in the skybox, eliminating the need for alpha blending.

And maybe someone else could think about modelling a few other knick knacks like bushes or random thigns like those mushrooms that grow on the side fo trees, or creeping plants.

Posted: 24 Oct 2005, 07:53
by Warlord Zsinj
The thick white mist would make it seem more like a forest/jungle; it would help with issues where Spring is unable to render into the distance, and it would not be a problem with gameplay, because your LOS is reduced to just infront of you anyway, because of the thick trees.

Posted: 24 Oct 2005, 10:06
by aGorm
Alantai, we got so many ideas of how to do this theres no point suggesting, cause we thought of it all already!

Other than teh actull terrain and trees, this is nothing realy like what teh map will look like, so bare that in mind...

aGorm

Posted: 24 Oct 2005, 10:28
by SwiftSpear
Some brushy plants to take over the current small ugly tree position would make this map own bones.

Posted: 24 Oct 2005, 22:06
by Storm
My personal opinion is that it's utterly awesome.

Posted: 24 Oct 2005, 22:08
by aGorm
Once finshed it will have rocks, bushes, swampy water if i can manage, aswell as the seriosly cool tall trees. However, you all need to point the SY's to this topic : http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2627 cause I can't go much thouther without these additions :-) They will so hate me if everyone PM's them, so feel free to. :-)

aGorm

Posted: 24 Oct 2005, 23:13
by aGorm
Whiles't Im here... another screeny (showing more graphical bugs... but hay)

Image

Speach bubbels are not included in final product.

aGorm

Posted: 24 Oct 2005, 23:58
by mongus
leaves! giant leaves fall if you "disturb" the ancient trees! (and destroy half of your base!).

and commander! thats not a rock... THATS POO!!! (dirty giant insects!)

some trees seem very small now, correct to ancient size inmediatly!

hey someones messing with font sizes here!

Posted: 25 Oct 2005, 00:29
by aGorm
the sticks are not the moddels just some random stuff that it places because there outside the draw distance or somthing

and its a rock maybe i need to darken teh texture and make more grey?? :-)

aGorm