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***Ported Map - Red Triangle***
Posted: 03 Aug 2006, 10:52
by Quanto042
That is right, I [NR]Quanto, have ported over yet another OTA map from the halls of immortality.
This time it is the 18 x 18 classic, Red Triangle!
With this particular port I have went to every detail to make sure that this Ported version is just as faithful to the original as any self respecting OTA fan would make it.
Using the feature files from NoiZe's remake of
Red River and Red River North. I have brought Red Triangle to spring with nearly every detail intact. I have to admit, after playing it, it looks and feels just like the original.
Screenshots and Such:
And the minimap!
Download links!
http://www.unknown-files.net/browse.php?dlid=1502
http://www.themercenary.net/Spring_Maps ... le-V02.sd7 <--Hotlink btw
Posted: 03 Aug 2006, 11:49
by Das Bruce
Please
don't port maps, spring engine isn't designed to do them justice,
remake.

Posted: 03 Aug 2006, 12:31
by AF
The sky and the water both need to have more blue in them and they need to be much darker.
Same with the red.
At the moment it just looks a bit paleish.
And a straight down shot so we can compare to OTA screenshots?
Posted: 03 Aug 2006, 13:39
by Lolsquad_Steven
Das Bruce wrote:Please
don't port maps, spring engine isn't designed to do them justice,
remake.

Hahaha that picture made me laugh.
Posted: 03 Aug 2006, 16:52
by LordMatt
Please don't port maps, spring engine isn't designed to do them justice, remake.
Sure remakes are nicer, but I'd rather have a port than nothing at all.
Posted: 03 Aug 2006, 17:59
by Quanto042
Here is the top down shots you negative nancies.
***EDIT***
Oh, and IMHO a well made port is always going to be better than any remake.
And a lot more work and tedium goes into porting a map than simply creating one from L3DT or bryce.
Posted: 03 Aug 2006, 18:21
by Forboding Angel
Quanto042 wrote:
***EDIT***
Oh, and IMHO a well made port is always going to be better than any remake.
And a lot more work and tedium goes into porting a map than simply creating one from L3DT or bryce.
The thing you fail to realize is the fact that with a port you are taking a 256 color texture and stretching it double, and it looks really not good.
For a bigger example, load it up in gundam, you'll see what I mean.
Posted: 03 Aug 2006, 18:36
by Quanto042
Forboding Angel wrote:
The thing you fail to realize is the fact that with a port you are taking a 256 color texture and stretching it double
Forboding, sometime i just want grab ppl and shake them around a few times,
Point 1: THE TEXTURES IN OTA ARE
NOT HALF RESOLUTION OF THOSE IN SPRING, THEY ARE EXACTLY THE
SAME, NO DIFFERENCE, NO STRETCHING, THEY ARE THE
SAME.
***takes deep breaths***
Point 2: The heightmap, is what needs to be stretched, it is the heightmap that is smaller than the spring equivilant. BUT, i take great care in making sure that in the transistion from OTA to Spring, that the heightmap and the texture still line up.
Point 3: it is the process of lining up the texture that takes the most time and tedium, PRO_GaMi and i spent about 7 hours last night trying to get the texture in Johnspass to line up. (still isn't exactly >_<).
So please people, before you knock a port, play it first for a change, Ported maps tend to follow along different rules from normal spring maps. You need to judge them by specific criteria
1. Does the texture line up with the heightmap
2. Are the metal patches and Geo's in the same place in the Spring version as they were in the OTA.
3. Did the mapper take the time to include the features and place them in the proper locations.
Posted: 03 Aug 2006, 19:45
by Forboding Angel
Quanto042 wrote:
Point 1: THE TEXTURES IN OTA ARE NOT HALF RESOLUTION OF THOSE IN SPRING, THEY ARE EXACTLY THE SAME, NO DIFFERENCE, NO STRETCHING, THEY ARE THE SAME.
***takes deep breaths***
ACTUALLY, YOU ARE QUITE WRONG!
What you did is simply filled in the inbetween space so that you didn't and to stretch the texture image. BTW bravo for spending the time to do that, I imagine it would be quite long and tedius.
However, if a texture is directly exported out of an ota map with no modifications whatsoever, it is exactly 1/2 the size it needs to be in spring.
What you are saying is that you went the extra 10 miles to fix it up so that you did not have to stretch the texture. That is very commendable, it would take a large amount of work to do that.
That said, the textures are still only 256 color textures and you are relying on the detail texture for them to look ok. Not a very good practice, but it can be done on occasion. I never said I didn't like it.
The only thing I hate about conquers isle is the retarded (see: lazy
n) tree placement. THe lack of good lookingness in the texture is annoying, but I can live with it.
Wouldn't it be better to follow in noize's footsteps and create a new kick ass looking texture for it with bump mapping, instead of a rehash? Probably would have ended up savign you time in the long run.
Posted: 03 Aug 2006, 19:58
by Quanto042
Forboding Angel wrote:
Wouldn't it be better to follow in noize's footsteps and create a new kick ass looking texture for it with bump mapping, instead of a rehash? Probably would have ended up savign you time in the long run.
Well, you see, a new L3DT texture, while it wouldn't look bad, loses its nostalgia value as a part of a game that I love far too much to simply change just because some people think change means better. I disagree, for a 256 color texture, it looks excellent, and to be honest, EVERY l3dt texture pales in comparison. I make these maps for those who love OTA. not for anyone else.
If you don't like OTA or OTA maps, you don't need to play them, but please don't give me crap for taking the time to port them. Its important to me and those in the OTA community that these maps be ported. And i am bringing it upon myself to make sure its done with the utmost care.
Posted: 03 Aug 2006, 20:44
by AF
oh and THUMBNAILS or LINKS.
If a screenshot stretches the page it should be shown directly.
Posted: 03 Aug 2006, 21:28
by Forboding Angel
Quanto042 wrote:I disagree, for a 256 color texture, it looks excellent, and to be honest, EVERY l3dt texture pales in comparison.
Am I the only one that sees the oxymoron in this statement? Try l3dt with bumpmapping dude... Bumpmapping owns all.
Posted: 03 Aug 2006, 22:18
by Quanto042
Forboding Angel wrote:Quanto042 wrote:I disagree, for a 256 color texture, it looks excellent, and to be honest, EVERY l3dt texture pales in comparison.
Am I the only one that sees the oxymoron in this statement? Try l3dt with bumpmapping dude... Bumpmapping owns all.
We agree to disagree...
leave it at that.
Posted: 03 Aug 2006, 22:25
by Forboding Angel
I'm not real sure why you're being defensive about it. I gave you kudos for not simply stretching the texture and taking the easy way out.
Posted: 04 Aug 2006, 02:11
by mufdvr222
.....
Posted: 04 Aug 2006, 02:35
by smoth
so, party with the lights on?
Posted: 04 Aug 2006, 04:21
by jackalope
texture looks fine to me.
Posted: 04 Aug 2006, 04:36
by smoth
jackalope wrote:texture looks fine to me.
Play it in gundam without detail textures.
BTW, quanto, maybe this would be a good map to do a custom detail texture?
*nudge*
Posted: 04 Aug 2006, 05:52
by Quanto042
smoth wrote:jackalope wrote:texture looks fine to me.
Play it in gundam without detail textures.
BTW, quanto, maybe this would be a good map to do a custom detail texture?
*nudge*
what would you suggest?
Posted: 04 Aug 2006, 05:55
by smoth
maybe one that will give it a cracked earth style.