Tool request

Tool request

Discuss maps & map creation - from concept to execution to the ever elusive release.

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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Tool request

Post by PicassoCT »

[img]springrts.com/phpbb/download/file.php?mode=view&id=6848&sid=315cde5124a577380de2dcec19eca38d[/img]

I know its not game-relevant, but wouldnt it be cool to have a tool that generates polygoncliffs to avoid the texturestretching at extreme steep cliffs? Feature placer wont do it, unless you craft those Features for one-cliff-only yourself.

I dont believe that in cases, like the one on the picture above the leveldesigners sat there and puzzled those cliffs together.. i assume, there are tools similar to the well-known tree-generators, or the citybuilding-generators involved.

Behe allready showed what can be done, with some veins and rocks. So, basically, you take the part of the heightmap that is steep, you generate a polygonmodell, and insert pre-uvwed rocks...
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vlcsnap-2012-01-06-19h00m25s217.png
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bobthedinosaur
Blood & Steel Developer
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Joined: 25 Aug 2004, 13:31

Re: Tool request

Post by bobthedinosaur »

Well some kind of solution for going around the vertical texture stretching would be awesome. Zwzsg uses some magic for his he maps I wonder if that can work for other map's near vertical map surfaces?
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: Tool request

Post by Beherith »

Very difficult. Especially the mixing between ssmf terrain and the features. ROAM has helped a great deal with texture stretching being more constant. A python script can easily be written to place rocks at an angle, but it will never look as good as you think.

I also tried this with lichen a while back, with mixed results.
Image

I can give you the script used to generate this, if you are interested.
The attached script takes the heightmap in the red channel of the tga, while taking the place where you want lichen in the blue channel. It will auto rotate and place the upright =false feature into the lichenizer export.txt which can be passed as a command line param to mapconv with -k.

Included are the feature defs, textures, s3o for the vines, and the sample .tga file as well as the needed script and dependency (tgalib).
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lichenizer.7z
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Licho
Zero-K Developer
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Joined: 19 May 2006, 19:13

Re: Tool request

Post by Licho »

Looks pretty, I like the contrast
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danil_kalina
Posts: 505
Joined: 08 Feb 2010, 22:21

Re: Tool request

Post by danil_kalina »

Cool, When is it LIVE ? :D
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Tool request

Post by PicassoCT »

the day your mum writes code complete and use it
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Tool request

Post by bobthedinosaur »

Behe that looks excellent. :shock: But I don't think that solution will work with desert cliffs, or industrial concrete/metal walls.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Tool request

Post by PicassoCT »

thats getting anoying. Yeah, Behes stuff looks excellent, and its kind of the standard greeting, instead of "Good morning Behe".. "this looks awesum,Behe", instead of "Good evening, Behe" , "Behe, thats brilliant."

Even late at night, when he vomits in front of a pub because he had to much for one man to hold in the head.
"OMG, Behe, shaders on your vomit, so real!"
"I know, read the fucking post!"...
"Nice one, the fluid physix dont eat fps at all!"
"Aaargh!!"
"Come on guys, give the poor Guy som ROAM!"


The tool plants vines on steep cliffs. Yeah, he knows about the limittations, he said so allready. Thanks for the tools behe.
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