emp_blah (working title)

Discussion in 'Mapping' started by -Mayama-, Dec 25, 2008.

  1. LifesLemons

    LifesLemons Member

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    You could have a map with lots of refs. and no tanks/apcs/afvs/jeeps.
     
  2. -Mayama-

    -Mayama- MANLY MAN BITCH

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    gasp that would be new D: D: D: ^^
     
  3. -Mayama-

    -Mayama- MANLY MAN BITCH

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    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    2 errors left

    build cubemap command doesnt work ?!

    Full HDR compile crashes ?!
     
    Last edited: Dec 28, 2008
  4. LordDz

    LordDz Capitan Rainbow Flowers

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    EGYPT! <3

    Looks nice.
     
  5. flounder

    flounder Member

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    Wow good luck with those issues. Maybe...
    - make sure your cubemaps are at least 16 units away from all surfaces (i do 64 myself)
    - change all your hdr light values to -1 -1 -1 -1

    I doubt this will solve the issues, but they're a start.
     
  6. -Mayama-

    -Mayama- MANLY MAN BITCH

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    - change all your hdr light values to -1 -1 -1 -1
    uhm? that just deactivates hdr i guess?
     
  7. Z100000M

    Z100000M Vithered Weteran

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    overview of the map please?
     
  8. -Mayama-

    -Mayama- MANLY MAN BITCH

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    Lazy z1ooom

    Its "O" shaped like canyon with some "hills" with refs like canyon
    and a bridge like slaughter on the east middle and a resource cap
    flag on every side
     
  9. -Mayama-

    -Mayama- MANLY MAN BITCH

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    [​IMG]

    meh one two fixes and we can release...

    LIKE ORANGE SHADOWS üaseui0hftr9üasghüadfgadfgadfg
     
  10. Demented

    Demented Member

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    No, it sets the HDR values to be the same as the normal values.
     
  11. Omneh

    Omneh Member

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    Set your ambient light value to something black.
     
  12. -Mayama-

    -Mayama- MANLY MAN BITCH

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    If you do that you will have almost no ambient light.
    I set my ambient light to a very hight color thats why I had colored shadows.
     
  13. -Mayama-

    -Mayama- MANLY MAN BITCH

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    Release!!! Updated The First Page
     
  14. -Mayama-

    -Mayama- MANLY MAN BITCH

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    NEXT VERSION:

    more orange light
    not yellow shadows
    more transparent water
     
  15. flounder

    flounder Member

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    I have pictures!

    I took the time to photoshop this so hear me out.

    I'm giving props for making such a detailed map with such high fps. Optimization complaints pervade this forum, but this map doesn't seem to have attracted any.

    First, are you sure you want the map to be so big? With so much ground to cover no one has time to explore the buildings you made. It's not an easy fix, I know, but maybe if you could somehow squish the map a bit (maybe shave at least 1024 units off each of the four sides) the map would improve game play. But again, I know that's not always a possibility this late into the dev cycle. Of course, that's why you should do playtests before you do all your displacement and detail work. (I should probably take my own advice. I've had to redo my map way more times than anyone ever should.)

    As for specific issues:

    [​IMG]

    This seems to be a bug with a lot of 2.2 maps, but maybe there's a different water texture available that looks a little more natural. But to be honest, I don't see why you have water on this map at all. On the two playtests we did today this was how both comms got griefed. And also, isn't this on Mars or something? How much water is there?

    [​IMG]

    This texture seems to reflect too much.

    [​IMG]

    Is it possible to make your red and green custom textures luminous? Barring that, maybe you could at least put a green light source here?

    [​IMG]

    There seems to be a cloud texture behind the orange texture, and, depending on how I move my mouse, one shows or the other. It's difficult to capture the effect in a screenshot, but maybe someone else has seen this before too.

    [​IMG]

    I don't know if this has something to do with my other skybox issues, but the sky is showing through this building and causing all other kinds of anomolies.

    [​IMG]

    I don't know, maybe they are peeing.

    Oh, and map names...

    emp_terraform
    emp_outpost
    emp_lostcity
     
    Last edited: Dec 31, 2008
  16. -Mayama-

    -Mayama- MANLY MAN BITCH

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    ok, thx for the comment.

    The map is so high so the commander can move
    without problems.
    I hope that the bridge and the dam will be the
    2 "natural" chokepoints of the map after players
    are used to it. The buildings let people do something
    instead of just "waiting at the chokepoint"
    at least i hope it will be like that.

    the water texture gets changed in the next version
    to a more transparent one. Maybee thats enough
    so people dont drive the comm in it.
    The water is there to create a chokepoint.

    The light will be darker in the next version so
    I guess the texture will not reflect that much.

    I dont have any clue if and how to make self
    glowing textures. If I would do it with light props
    I guess the immense amount of those lights will
    be to much for the compiler.

    The clouds, its the skybox :P I will change it.

    The sky that looks through the buildings.
    Parts of the black building are 3Dskybox.
    That means it is drawn behind the actuall map.
    You cant see it as player, only the commander
    will notice it.

    Yellow shadows, its the ambient light fault
    I will change it.
     
  17. Omneh

    Omneh Member

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    I would suggest moving the start positions to central top and central bottom, just to encourage people into the power plant to start with.
     
  18. -Mayama-

    -Mayama- MANLY MAN BITCH

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    yeah i thought about it maybee...

    EDIT:

    version2 has:

    more yellow/red light
    fixed shadows
    more plain terrian so its easier to drop buildings
    transparent water
    nf and be start in the top north centre and the bottom south centre
     
    Last edited: Dec 31, 2008
  19. flounder

    flounder Member

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    Oh I forgot another suggestion. Right now you're using desert camo, but in an effort to be as nitpicky as possible, I was wondering if you considered just using the standard fatigues. With desert camo you can barely see anyone against the terrain. Plus, the standard fatigues also gives it a more futuristic/outerspace feel.

    Glad you found some of my pics and earlier comments helpful. About the map size - I didn't mean to lower the skybox - I meant to shrink the overall playing area (so I should have said: shave 1024 units off the east, west, north, and south). But that's more of a judgement call, and with playtesting maybe it won't matter.

    P.S. Image Shack seems to have lost some pics and they're not showing up in my previous post. Sorry if that post was more confusing because of it. I re upped the pics so take a look if you want.
     
    Last edited: Dec 31, 2008
  20. FN198

    FN198 Member

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    im with flounder on this one. remove the water

    for luminous textures..
    it isnt source, but in 1.6 you add the name of a texture to a lights.rad file with a r,g,b,L value to make a texture emit light
     
    Last edited: Dec 31, 2008

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