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Sorry couldn't resist... RELEASED as "Little Brook"

Posted: 31 Jan 2006, 00:20
by Weaver
I just popped out for spin in me jeffy, and found this beauty spot.

Image

Who knows, I may even get around to releasing it.

Posted: 31 Jan 2006, 03:55
by Das Bruce
Looks good, but lets see an actual screenshot that could suggest how it plays.

Posted: 31 Jan 2006, 04:13
by Argh
Pretty screen, though, I daresay. Too bad many of the most "natural looking" maps don't play very well...

Posted: 31 Jan 2006, 04:20
by mother
[#|]
Sometimes... When you're making a map... You just find a camera angle that looks awesome. One that makes you say 'damn I wish you didn't spend most time playing in TA camera mode' and 'too bad nobody playing this map will ever see this.' etc.

And then you can't help yourself. F12 brother man... F12


Carry on Weaver... Carry On

[/#|]

Posted: 31 Jan 2006, 16:58
by FizWizz
That's a very rich and colorful looking terrain. It looks like you compiled it without the lowpass filter on though, because it seems so jagged.

Posted: 31 Jan 2006, 17:32
by Weaver
It is 16bit height map experiment.

PSP wont save 16bit raw so I saved as 16bit tiff and chopped the header off. Maybe a teeny bit of blur (like 0.7 gaussian) will improve it, we'll see.

Posted: 31 Jan 2006, 23:43
by Das Bruce
You know it can use bmp too right?

Posted: 01 Feb 2006, 00:05
by mother
Yeah! Mapconv can use any 16-bit-greyscale-bmp you provide it!
[Only remaining problem is that there is no such thing as a 16-bit-greyscale-bmp ;)]

Posted: 01 Feb 2006, 00:11
by Weaver
Yes, but as mother said there is no 16bit greyscale bmp. But there is for a tiff so I chopped it renamed it .raw and it worked. I can't promise it will for everyone, tiff is a very broad format.

Posted: 01 Feb 2006, 03:36
by Das Bruce
You can use 24 bit bmps too I thought.

Posted: 01 Feb 2006, 04:03
by mufdvr222
Errm, can't a 24bit/16k .bmp be used for the heightmap, thats what I have been using.

Posted: 01 Feb 2006, 05:08
by mother
Sure.. But a 24bit bmp is only 8 bits per channel (R/G/B) so you still only have 256 different 'colors' of grey.

Edit: I'd actually need to look at the code- SJ might just have pulled the R channel from them...

Edit2:It's just the red channel.

Posted: 02 Feb 2006, 17:30
by Weaver
First release of Little Brook
http://www.fileuniverse.com/?p=showitem&ID=2316

ImageImage
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OTAI seems to do very well on this map. It handles mex placement well, human players will probably curse me. Finding good mex spots is hard effectively making this a very low metal map.

Posted: 02 Feb 2006, 17:43
by FizWizz
I'm looking forwards to it, and seeing a couple more pictures of it, I'd say my previous statement of "That's a very rich and colorful looking terrain" is such an understatement.

Posted: 03 Feb 2006, 17:29
by wizard8873
tried it i just have to say that the ground needs to be more flat. its so hard trying to build a base on this map. while i like the idea of the mountains being metal, there should be spots on the ground. its next to impossible to find a good place to build an extractine on. building a moho mine is even harder. i still like it though, great concept

Posted: 03 Feb 2006, 18:53
by Weaver
Thanks for the comments so far, I will happily smooth the grassy areas if the general consensus is for easier building placement. I had left somewhat rough as I felt that favours AI's a bit. (I suspect they can effectively see the F2 placement map without LOS restrictions, a slight advantage over the player)

Posted: 03 Feb 2006, 20:35
by AF
At the moment there's no way fo seeing the blocking map, you have to run canbuild() at every single position in the map whcih generates a huge slowdown. Closestbuildsite() however has access to the blocking map, btu doesnt use it particularly well, sometimes returning bad locations hich need to be checked...

Your more likely to get better results with an AI from the basic shape of the map or in some cases, the way you've arranged your mex spots.