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Zed 2.2
Posted: 16 Aug 2015, 19:58
by The Yak
Detail normals require dev builds of Spring, 100.0.1-512 or newer recommended.
Spring is looking good these days, and latest improvements in map territory are exciting. All I did to add the splatdetailnormaltex's was simply run my existing ones through the free program AwesomeBump, such an easy way to improve the look of the map close up.
Diffuse texture has a bunch of improvements, slopes are more clearly defined based on passability, edges no longer look pixelated close up.
Download: http://springfiles.com/spring/spring-maps/zed
Code: Select all
resources = {
--grassBladeTex = "grassbladetex.bmp",
--grassShadingTex = "grassshading.bmp",
detailTex = "brushdet.bmp",
specularTex = "Zspec.dds",
splatDetailTex = "Zsplat.dds",
splatDetailNormalDiffuseAlpha = 1,
splatDetailNormalTex1 = "Zsplatnorm1.dds";
splatDetailNormalTex2 = "Zsplatnorm2.dds";
splatDetailNormalTex3 = "Zsplatnorm3.dds";
splatDetailNormalTex4 = "Zsplatnorm4.dds";
splatDistrTex = "Zdist.dds",
skyReflectModTex = "Zskyreflect.dds",
--detailNormalTex = "normalmap.jpg",
--lightEmissionTex = "",
},
splats = {
TexScales = { 0.006, 0.004, 0.003, 0.006 },
TexMults = { 0.8, 0.9, 0.15, 0.2 },
},
[imghttp://imgur.com/T582OXa[/img]

Re: Z
Posted: 16 Aug 2015, 20:00
by smoth
very pretty, did you use the colored specular?
Re: Z
Posted: 16 Aug 2015, 20:27
by The Yak
Yes, specular is simply a darker diffuse texture with some selective bias/gain modification for the metal patches
Re: Z
Posted: 16 Aug 2015, 21:33
by Orfelius
Map looks awesome but I have 2 questions:
1. Why not post this in "releases" sub sub forum and instead post in the main subforum about mapping?
2. WHY DID YOU HAVE TO USE THESE SUPER UGLY TREES. I AM DEEPLY OFFENDED. Like seriously you could have at least asked to make you some variations instead of spamming the same ones all over the map. They weren't even made to be spammed all over because of how cystals were made around the trees.
Re: Z
Posted: 16 Aug 2015, 22:28
by smoth
That is a terribly rude post Orfelius.
The Yak, do you want me to make you a few extra variants as well?
Re: Z
Posted: 16 Aug 2015, 23:10
by PicassoCT
Its- just .. well .. look at the slopes.. this beautifull curves.. And the texture..
And then use one feature - as monoculture - again and again- its like taking a lipstick to the mona lisa..
Why didnt you request features for this - yak?
Re: Z
Posted: 16 Aug 2015, 23:10
by Orfelius
That is a terribly rude post Orfelius.
Yeah it is mostly because I am the creator of these abominations. I did not actually think that Yak is going to use them to be frank

wasn't it a bit obvious by the way I said "they werent supposed to be spammed" ? I would have then made the auxilary crystals in form of another model instead.
Re: Z
Posted: 16 Aug 2015, 23:29
by PicassoCT
To be fair- standalone it would be good..
A exotic monument in a forrest of crystalls..
Re: Z
Posted: 16 Aug 2015, 23:51
by The Yak
I used them cause I see potential in them and they fit the aesthetic I'm aiming for.
Some variations and a better texture would be a big improvement, and I'll welcome any contributions in that area.
Also no particular reason not posting in releases subforum.
Re: Z
Posted: 16 Aug 2015, 23:56
by smoth
I really like them. Just think that having a few big single crystals etc in the mix would be great!
Re: Z
Posted: 17 Aug 2015, 02:21
by Forboding Angel
I love it... Downloaded. Awww shityeah.
Re: Z
Posted: 17 Aug 2015, 02:44
by Forboding Angel
Some issues with the map...
Please name your mex spot feature something less generic than "Crystal", this because I need to set an exception for it in evo so it doesn't get autogibbed.
Please set the mex spot feature as indestructible.
WRT feature name I suggest "crystalring" because it's the exact same feature as the crystalring feature in spring features and in evo I already have an exception for crystalring.
Please rename the cliffs.lua mex spot placer to mexes.lua. It is named cliffs because anarchid got understandably lazy, but I would like for maps to be at least a little bit uniform.
Doing the above will make it a bit more uniform with SF and to a far more minor extent, evo (not that evo matters in this context).
Pros: Map is sexy as hell.
Cons: Play area is smaller than I would like, but great for a scrappy 1v1.
Re: Z
Posted: 18 Aug 2015, 08:07
by smoth
Random rotation can make all the difference orfelius
Re: Z
Posted: 18 Aug 2015, 18:49
by The Yak
That's a big improvement

Re: Z
Posted: 18 Aug 2015, 19:48
by smoth
the updated gadget with the randomize on rotation -1 kludge is in your pm box
Re: Zed 1.1
Posted: 19 Aug 2015, 21:35
by The Yak
Updated with a new name and a couple of other fixes. Plasma server does not appear to accept maps with single character names. The crystal trees are way better looking now with random rotation but I'm still open to adding in some variations or improvements.
Re: Zed 1.1
Posted: 20 Aug 2015, 14:56
by Silentwings
Very pretty, could make for nice 1v1 games too.
Re: Zed 1.1
Posted: 21 Aug 2015, 08:34
by abma
zed1.3.sd7 is broken. in mapinfo.lua its version 1.2 -> its a duplicate file to real version 1.2
Re: Zed 1.1
Posted: 23 Aug 2015, 19:23
by The Yak
Fixed that with 1.4. I've been doing a lot of trial and error to try and get this to sync to ZK mapserver. With no results I'm kind of regretting changing the name and removing mapoptions stuff. Maybe I'll revert just to confuse everyone.
Re: Zed 1.1
Posted: 24 Aug 2015, 11:47
by Anarchid
I've
alleviated the ZK indexing problem somewhat. FWIW: both 1.2 and 1.4 were downloaded and indexed correctly, yet are not
findable via zkinfo map search, neither by name nor by author. They are, however, linkable if you have the ID.