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Metal map climate

Posted: 16 Feb 2007, 00:32
by Forboding Angel
Well, due to my other thread getting locked

http://spring.clan-sy.com/phpbb/viewtop ... 3&start=60

I am starting it up here.

As you can see in those two screens, I am really making progress in the right direction, and my intention for this is to make it easy for mappers to interchange textures and normal maps, for many varied metal type worlds.

Remember, just because the plant it made of metal, that doesn't mean the metal return is good metal/or even all that useful. It only turns into a spamfest if you design it that way.

Anyway, Anyone have anyhting they would like to see? I'm kinda shooting blind here, cause my original goal has been met, but I want to improve upon it if at all possible.

Thoughts? Comments? Suggestions?

Posted: 16 Feb 2007, 00:33
by Forboding Angel
Oh forgot to mention, when I have it all set and ready to go I will be releasing it so others can play around with it etc et.c

Posted: 16 Feb 2007, 19:04
by hrmph
It looks great! Nice and clean with the techie feel. I'd like to see a more involved heightmap rendered with the climate to see how it looks on different shapes.

Posted: 16 Feb 2007, 21:10
by Quanto042
forboding, if there was a way you could try to make a texture that looks like the ridged side of the metal pilars it would be awesome. I say that if you are striving for near perfection here, then you definately need to get the sides going properly.

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Matching this here is really all that you have left to do.

Posted: 17 Feb 2007, 03:13
by Forboding Angel
DAMN

I knew I forgot something. Thanks quanto.

I hope to have this finished this weekend but no promises. I'm really really busy as of late.

Posted: 17 Feb 2007, 07:10
by LathanStanley
Forboding Angel wrote:DAMN

I knew I forgot something. Thanks quanto.

I hope to have this finished this weekend but no promises. I'm really really busy as of late.
NO SHIT, I haven't seen you on teamtalk in awhile...

I always wanted to re-do metal heck with non-blocking features over the hills, to make them look PERFECTLY rectilinear.. :wink:

Posted: 19 Feb 2007, 11:43
by mufdvr222
@ forboding

Is this the sort of thing your after, Ignore the atmosphere and lighting, its just a test render of block wars.


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Posted: 20 Feb 2007, 02:17
by smoth
HOT@!~!!!!!

Posted: 20 Feb 2007, 07:02
by Quanto042
Very hot. Me wants

Posted: 20 Feb 2007, 07:50
by mufdvr222
Have any of the metal world features been remade for spring yet? if so I would probably release it, without the blue sky of course :wink:

Posted: 20 Feb 2007, 09:14
by Forboding Angel
Import as design map, redraw heightmap, say good bye to contouring. Either that or, import heightmap, resample to 1/2 size, resample back to original size, l3dt redraws it = 32bit heightmap.

Well, it appears you ahve done it already, so I'm gonna stop with what I was doing. I was just wanting to see if it could be done properly, and you've proved that it can.

I'd like to get my hands on that climate to see if I could possibly improve upon it (not that it really needs any), just to see where limits are etc etc.

Very very hot sex there muf. Impressive :shock: :-)

Posted: 20 Feb 2007, 10:28
by mufdvr222
Forboding Angel wrote:Import as design map, redraw heightmap, say good bye to contouring. Either that or, import heightmap, resample to 1/2 size, resample back to original size, l3dt redraws it = 32bit heightmap.

Well, it appears you ahve done it already, so I'm gonna stop with what I was doing. I was just wanting to see if it could be done properly, and you've proved that it can.

I'd like to get my hands on that climate to see if I could possibly improve upon it (not that it really needs any), just to see where limits are etc etc.

Very very hot sex there muf. Impressive :shock: :-)
Ok, hold on to your hat, Your looking at the product of the desert climate, I sort of reverse engineered it by supstituting the source textures.
For some reason l3dt won`t import a new climate so I just started mucking around with the source textures and chose the desert climate because it has the least texture layers/types, and for this type of metal map you only need three.
You may want to have a go at modifying the desert climate since your our resident l3dt guru :wink:

The zip contains three textures and bump maps, backup your desert24 climate textures and dump these into the folder "listed below"

rock1-desert2.jpg
rock1-desert2_bump.jpg
rocks1-desert.jpg
rocks1-desert_bump.jpg
yellowsand1-desert.jpg
yellowsand1-desert_bump.jpg

http://muf.222clan.com/metal_textures.zip

Posted: 20 Feb 2007, 20:13
by hrmph
Muf that looks really good. Im curious to all the sides of the platforms have the nice ridges textured look as well? If so how did you get them to line up facing the right direction instead of standard tiling?

Posted: 20 Feb 2007, 21:38
by mufdvr222
Unfortunately only the north/south facing sides have the verticle ridges, on the east west sides the ridges run horizontal.
I suppose those sides could be hand done in photoshop.

Posted: 21 Feb 2007, 12:53
by mufdvr222
I think this is about as good as I can make the east/west walls look, all sides are textured with the vertical ridging instead of just the north/south faces.

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