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Metal Heck 2

Posted: 30 Apr 2005, 01:22
by Redfish
Well I made metal heck 2 for spring.

It still has deformation which will look stupid i guess but It'll have to get
fixed in a new spring version.

I'll get this one hosted somewhere tomorrow. Going to get some sleep now.


Have fun.

Posted: 30 Apr 2005, 03:51
by Warlord Zsinj
Does it have a soot-darkened sky?

Posted: 30 Apr 2005, 09:00
by Webbie
Well, if you email it to me, i'll host it separately as the "upgrade" version of v2, as well as in the cumulative version, but i'm just going to sleep now.

vvebbie@hotmail.com

Posted: 30 Apr 2005, 10:50
by knoid
Linky? :D

Posted: 30 Apr 2005, 12:01
by Redfish
The sky is dark and has no clouds. It's quite a bit bigger than the last maps. I'll send it to webbie so he can host it but don't think it'll fit his hotmail account. We'll just have to wait untill it's up. The map should be up on fileuniverse soon:

http://www.fileuniverse.com/?page=listing&ID=91

Posted: 30 Apr 2005, 16:16
by Webbie
Nope. :P

I keep forgetting about the attachment size limit. I mean really, what is the point in having a 250 mb inbox...

Posted: 30 Apr 2005, 16:21
by genblood
.
..
... SWEET ... 8)

This map looks GREAT ... :-)


This map ROCKS ... I might even have a chance

and win a game or two ... :roll: :roll:

Posted: 30 Apr 2005, 16:26
by Torrasque
Yeah, thanks you for metal heck!
Hum why is it 19mo and all the other 4-5?

Posted: 30 Apr 2005, 18:01
by zwzsg
Because he hasn't noticed that Spring maps are also tiled, and with tiles using the same size as in TA. Or a multiple.

When making my CPIA port I noted that:
- If I resize the texture map to 8192x8192, the .sm2 weight 45MB
- If I crop the texture map to 8192x8192, the .sm2 weight 8MB
- If I use what would be the .bmp of an empty flat TA metal map, the .sm2 weight 5MB and the compilation is hyperfast.

Remember that the spring engine can add shadowing according to the heightmap. So a monotonous texture for the wole map will still look good ingame. Just use strong values in:
GroundAmbientColor=0.1 0.1 0.1; //ambient (non sun lit) color of ground (and grass trees etc)
GroundSunColor=0.9 0.9 0.9; //color of ground where fully sun lit (added to ambient)
GroundShadowDensity=0.2; //how far from the non shadowed to the ambient color stuff in shadow will go



Ok, looked at your map. Man, that is very poorly done! The heightmap and texture map are clearly misaligned. When enlarging your heightmap, you haven't interpolated and so the cliffs are crenellated. The lighting just isn't right. Please rush less and do better work.

Image

Posted: 30 Apr 2005, 18:06
by Redfish
If there are slowdown issues I'll change it, but I don't think they are severe. You also can't put 4 geos on a vent as in OTA. Metal is a bit weird sometimes, but mostly mexs should give you 2.3 metal. Moho's are a bit pointless with only 6.4.

@zwsgz: I rechecked your claim that the heightmap was off. But it's not. If it is it's part of the -i command. I also made a height 200 metal map but I preferred the higher map. When using overhead camera there is no problem at all.

It's good enuf, I can't help the shading is in the texture file of the original ta maps.

Posted: 30 Apr 2005, 18:08
by Torrasque
@zwsgz Thanks for the reply

And metal heck is fun but I think it's a bit too heigh and steepy.

And the camera in OTA mod is very annying on the map. It always go up and down....

Posted: 30 Apr 2005, 21:11
by Storm
Ugh, that was what I was talking about, Redfish. You know, I have manually turned every fucking pylon in Metal Heck in Photoshop to make it look at least somewhat acceptable.

Posted: 30 Apr 2005, 21:27
by zwzsg
Redfish wrote:@zwsgz: I rechecked your claim that the heightmap was off. But it's not.
Dude, just look at the picture I posted:
- You can clearly see that the dome texture are misplaced, they are south of the of heightmap dome.
- Every metal block has a f*cked up texturing.
- There's crenate on the edges, while there shouldn't.

Don't blame the fact that you reused the TA shading. There's at least two way to fix that:
- Change the heightmap offset by removing and adding lines on the side.
- Use a non shaded texture and let Spring handle the shading.

And having a 18MB zip for your map is a total waste of bandwidth and hard drive space.

For info, I ported Core Prime Industrial Area, as a biggest map possible, with proper shading/heightmap, and only a 2.5MB zip.

Posted: 30 Apr 2005, 22:02
by Caydr
Don't be too hard on him... it's his first.

Anyway, I'm going to post a few tutorials soon... I've learned a lot of neat tricks for making the stuff appear properly.

Posted: 30 Apr 2005, 22:11
by Dwarden
for such ultra sized maps use RAR or 7-zip , see this test http://taspring.clan-sy.com/phpbb/viewtopic.php?p=10273

Posted: 30 Apr 2005, 23:23
by zwzsg
Caydr wrote:Don't be too hard on him... it's his first.
Not really, it's his 3rd, 5th if you count all his GoW version, 6th if you count the fact he said he made John Pass but was waiting for non-square map support.

Posted: 01 May 2005, 04:29
by Buggi
Someone needs to start working on the 3do and textures of some rocks and clutter, especially the urban stuff... my personal favs :wink:

Use Blender or something, that's free.

Posted: 01 May 2005, 04:38
by [K.B.] Napalm Cobra
Have we figured out how to fix the tree problem yet?

Posted: 01 May 2005, 05:23
by zwzsg
If you have you want a green map with no tree, I have a workaround: make the map grey, but the ligthing on the map texture green. Map and units don't have the same lighting, so only the map will be greened.

Posted: 01 May 2005, 14:06
by Redfish
zwzsg wrote:
Caydr wrote:Don't be too hard on him... it's his first.
Not really, it's his 3rd, 5th if you count all his GoW version, 6th if you count the fact he said he made John Pass but was waiting for non-square map support.
I think he took it personal I got a map out earlier than he did and everyone started asking me while he was clearly a better map maker...

I think that's why he tries not to give me constructive feedback and help on making better maps, but prefers to rant my creations.