Forged Alliance Forever Forged Alliance Forever Forums 2018-01-06T04:40:24+02:00 /feed.php?f=53&t=4651 2018-01-06T04:40:24+02:00 2018-01-06T04:40:24+02:00 /viewtopic.php?t=4651&p=159148#p159148 <![CDATA[Re: Upload Map with own created content]]>
Deep_ wrote:
AwarE wrote:Could you list the files that you need to include with your map here?
Full file names and size.

This should be the full list.
Spoiler: show
blue_lense_blinking_emit.bp 3KB
weather_snowseraphim_01_emit.bp 5KB
weather_snowseraphim_02_emit.bp 5KB
weather_snowseraphim_03_emit.bp 3KB
Floe_Floe_albedo.dds 171KB
Floe_Floe_specteam.dds 1KB
Floe_lod0.scm 11KB
Floe_prop.bp 1KB
IceDebris_albedo.dds 1KB
IceDebris_lod0.scm 28KB
IceDebris_normalsTS.dd 342KB
IceDebris_prop.bp 1KB
IceDebris_specteam.dds 1KB
Probe_albedo.dds 171KB
Probe_lod0.scm 52KB
Probe_lod0_debug.txt 54KB
Probe_prop.bp 1KB
Probe_script.lua 1KB
Probe_specteam.dds 86KB
Rock_albedo.dds 683KB
Rock_debug.txt 44KB
Rock_lod0.scm 44KB
Rock_lod0_debug.txt 44KB
Rock_normalsTS.dds 1366KB
Rock_prop.bp 1KB
Rock_specteam.dds 342KB
Rock2_albedo.dds 683KB
Rock2_lod0.scm 42KB
Rock2_normalsTS.dds 1366KB
Rock2_prop.bp 1KB
Rock2_specteam.dds 342KB
Rock3_albedo.dds 683KB
Rock3_lod0.scm 44KB
Rock3_lod0_debug.txt 44KB
Rock3_normalsTS.dds1. 366KB
Rock3_prop.bp 1KB
Rock3_specteam.dds 342KB
Rock3b_albedo.dds 683KB
Rock3b_lod0.scm 44KB
Rock3b_lod0_debug.txt 44KB
Rock3b_normalsTS.dds 1366KB
Rock3b_prop.bp 1KB
Rock3b_specteam.dds 342KB
Rock4b_albedo.dds 2734KB
Rock4b_lod0.scm 52KB
Rock4b_normalsTS.dds 1366KB
Rock4b_prop.bp 1KB
Rock4b_specteam.dds 342KB
Rock4bup_lod0.scm 52KB
Rock4bup_prop.bp 1KB
Rock5_albedo.dds 683KB
Rock5_lod0.scm 43KB
Rock5_normalsTS.dds 1366KB
Rock5_prop.bp 1KB
Rock5_specteam.dds 342KB
Rockb_albedo.dds 2731KB
Rockb_lod0.scm 44KB
Rockb_normalsTS.dds 1366KB
Rockb_prop.bp 1KB
Rockb_specteam.dds 342KB
Rockbup_lod0.scm 44KB
Rockbup_prop.bp 1KB
SnowSeraphim1_prop.bp 1KB
SnowSeraphim1_script.lua 1KB
SnowSeraphim2_prop.bp 1KB
SnowSeraphim2_script.lua 1KB
SnowSeraphimBigCloud_prop.bp 1KB
SnowSeraphimBigCloud_script.lua 1KB
Dunes_ddn.dds 683KB
Floe_Field7_normals.dds 683KB
Grey.dds 22KB
Ice2_Seraphim II_albedo.dds 1366KB
Rock2_Seraphim II_albedo.dds 1366KB
Rock3_Seraphim II_Normal.dds 683KB
Seraphim II_macrotexture_albedo.dds 342KB
Snow3_Seraphim II_Normal.dds 683KB
Tech_Seraphim II_Albedo.dds 1366KB
Tech_Seraphim II_Normal.dds 683KB
Crack_Normal_Decal.dds 342KB
Ice_Rocks_Decal_Normal.dds 342KB
Seraphim II_Canyon_Normal.dds 342KB
Seraphim II_Canyon2_Normal.dds 1366KB
Seraphim II_Cliff_Normal.dds 342KB
Seraphim II_Dunes_Normal.dds 1366KB
Seraphim II_MegaDecal_AmbShacowNormal.dds 5462KB
Seraphim II_Mountain4_Normal.dds 342KB
Seraphim II_Mountain5_Normal.dds 342KB
Seraphim II_Mountain6_Normal.dds 1366KB
Seraphim II_Mountain7_Normal.dds 1366KB
Seraphim II_Mountain8_Normal.dds 1366KB
Seraphim II_Mountain9_Normal.dds 1366KB
Seraphim II_Mountain10_Normal.dds 1366KB
Seraphim II_Mountain11_Normal.dds 1366KB
Seraphim II_Mountain12_Normal.dds 1366KB
Seraphim II_Mountain13_Normal.dds 1366KB
Seraphim II_Mountain14_Normal.dds 1366KB
Seraphim II_Mountain15_Normal.dds 1366KB
Seraphim II_Mountain16_Normal.dds 1366KB
Seraphim II_Mountain17_Normal.dds 1366KB
Seraphim II_Mountain18_Normal.dds 1366KB
Seraphim II_Mountain19_Normal.dds 1366KB
Seraphim II_Mountain20_Normal.dds 1366KB
Seraphim II_Mountain21_Normal.dds 1366KB
Seraphim II_Pebbles_normal.dds 342KB
Seraphim II_Snow_Decal_albedo.dds 342KB
Seraphim II_Snow_Decal2_albedo.dds 1366KB
Battle of Seraphim II.scmap 9209KB
battle of seraphim ii_save.lua 66KB
battle of seraphim ii_scenario.lua 2KB
battle of seraphim ii_script - Kopie.lua 1KB
battle of seraphim ii_script.lua 1KB
EnvCube_Seraphim II.dds 6145KB
Seraphim IIBackground3.dds 513KB
SkyCubeSeraphim IIAlpha.dds 6145KB
Cloud_Dust_Snow.dds 342KB
cloud_smoke_alpha_12_blur.dds 86KB
cloud_snow.dds 342KB
sparkle_blue_lense.dds 1366KB


AwarE wrote:
Krapougnak gave this advice in GpGnet Forum....
To use custom textures with SupCom Map Editor you have to first make a .scd file with them that you will put in gamedata folder for the editor to recognize them and be able to use them.

Krapougnak wrote:
With SupCom official map editor :
- you have to do a .scd file with your new textures respecting the file format in sup com (ie: the folder order, "layers" etc...) and put it into your gamedata folder in the sup com folder (for the editor to use it) and also in the SCFA gamedata folder for the game to use your new textures.
I don't know if FAF accepts uploading files for gamedata folder though.

Thank you for both of your replies but to clarify my situation, I only have problems uploading my map to FAF. The Map itself is finished and playable. I allready included all of my content into my Map (i use the offical Editor). I didn't need to pack these files as a scd format though.
I just created the respective folders with the right path inside the Supreme Commander root folder to make the Editor able to find and read them.

Ze_PilOt wrote:
If you make the textures yourself and are okay to share them, and if there is enough demand, I can include them with FAF so nobody will have to do something special to use them.

Hello Ze_PilOt. Yes all used textures and meshes are done by myself and sure i would like to share my stuff. I uploaded my map for you and anybody who wants to test it. Simply extract the rar into your SupCom,FA or FAF root folder.
https://mega.co.nz/#!NYwSkKaR!VKjQfQ7L6jFHUOZuiJQ5cFbIkmcJdH0jWlGzHKSv1wo

Also some pics:
Spoiler: show
Image
Image
Image
Image
Image


Trying to find this map (one in pics) to download - this is awesome

Statistics: Posted by Kiliax — 06 Jan 2018, 04:40


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2013-09-08T23:57:23+02:00 2013-09-08T23:57:23+02:00 /viewtopic.php?t=4651&p=53426#p53426 <![CDATA[Re: Upload Map with own created content]]> Statistics: Posted by Lionhardt — 08 Sep 2013, 23:57


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2013-09-08T16:12:32+02:00 2013-09-08T16:12:32+02:00 /viewtopic.php?t=4651&p=53388#p53388 <![CDATA[Re: Upload Map with own created content]]>
Plasma_Wolf wrote:
As it turned out, Firefox didn't render that checkbox.

On the map itself, it's a very, very, very good design. The only point of criticism I have, is the fact that there doesn't seem to be enough flat land at the starting positions. This makes the initial base deployment quite annoying.

One thing that may be a bug: I've got black areas at the edges when I'm zoomed out, when zooming in, I get below the black line and I can see some landscape. I suppose I should be able to see this at any time?


You need to disable 'display world borders" in your interface options in order to see the map normally.

As for the relief (bumps and slopes), yeah, this map needs to be played differently because of this, not just for base building, also for making defenses and types of units. Arties will have a very important role, etc.

EDIT: the secondary spots, where there is no specific flat ground, will be however very painful to play, because most of the space is not buildable...

Statistics: Posted by pip — 08 Sep 2013, 16:12


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2013-09-08T14:49:24+02:00 2013-09-08T14:49:24+02:00 /viewtopic.php?t=4651&p=53382#p53382 <![CDATA[Re: Upload Map with own created content]]>
On the map itself, it's a very, very, very good design. The only point of criticism I have, is the fact that there doesn't seem to be enough flat land at the starting positions. This makes the initial base deployment quite annoying.

One thing that may be a bug: I've got black areas at the edges when I'm zoomed out, when zooming in, I get below the black line and I can see some landscape. I suppose I should be able to see this at any time?

Statistics: Posted by Plasma_Wolf — 08 Sep 2013, 14:49


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2013-09-08T12:32:46+02:00 2013-09-08T12:32:46+02:00 /viewtopic.php?t=4651&p=53375#p53375 <![CDATA[Re: Upload Map with own created content]]>
Plasma_Wolf wrote:
How the bloody hell am I supposed to download this thing. There's nowhere you can actually click "agree" to that privacy policy.


You need to "tick" a box saying that you agree.

In order for the map to show up, there is one thing to do : extract all the files into the Forged Alliance directory and don't touch anything. There is already a map folder for the official maps, where the map will go automatically, and the subfolders will be added too in the root folder, in order to be recognized by the game.

Statistics: Posted by pip — 08 Sep 2013, 12:32


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2013-09-08T11:01:13+02:00 2013-09-08T11:01:13+02:00 /viewtopic.php?t=4651&p=53373#p53373 <![CDATA[Re: Upload Map with own created content]]>
pip wrote:
Unrar the file directly in forge alliance folder (where the game is installed), don't try to put it in the map directory. There is nothing easier.


When I do this I don't even see the map in the maplist ingame.

Statistics: Posted by Lionhardt — 08 Sep 2013, 11:01


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2013-09-08T10:55:02+02:00 2013-09-08T10:55:02+02:00 /viewtopic.php?t=4651&p=53372#p53372 <![CDATA[Re: Upload Map with own created content]]> Statistics: Posted by Plasma_Wolf — 08 Sep 2013, 10:55


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2013-09-08T10:47:26+02:00 2013-09-08T10:47:26+02:00 /viewtopic.php?t=4651&p=53371#p53371 <![CDATA[Re: Upload Map with own created content]]> Statistics: Posted by pip — 08 Sep 2013, 10:47


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2013-09-08T10:38:38+02:00 2013-09-08T10:38:38+02:00 /viewtopic.php?t=4651&p=53369#p53369 <![CDATA[Re: Upload Map with own created content]]>
I put the map in the maps folder and can run it, however nothing is textured, where should I put the other files?

Statistics: Posted by Nombringer — 08 Sep 2013, 10:38


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2013-09-08T10:02:55+02:00 2013-09-08T10:02:55+02:00 /viewtopic.php?t=4651&p=53368#p53368 <![CDATA[Re: Upload Map with own created content]]> Statistics: Posted by Lionhardt — 08 Sep 2013, 10:02


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2013-09-08T09:16:08+02:00 2013-09-08T09:16:08+02:00 /viewtopic.php?t=4651&p=53367#p53367 <![CDATA[Re: Upload Map with own created content]]> Statistics: Posted by pip — 08 Sep 2013, 09:16


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2013-09-08T09:10:27+02:00 2013-09-08T09:10:27+02:00 /viewtopic.php?t=4651&p=53366#p53366 <![CDATA[Re: Upload Map with own created content]]>

I'd really like to see it ingame, but I didn't get it to work.

Statistics: Posted by Lionhardt — 08 Sep 2013, 09:10


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2013-09-08T10:53:10+02:00 2013-09-08T00:26:57+02:00 /viewtopic.php?t=4651&p=53362#p53362 <![CDATA[Re: Upload Map with own created content]]> It should even be in ranked so that games on it can be casted and people shall be wowed by the Moho engine capabilities! Maybe you can try to lift the terrain significantly higher than 70, to make sure world borders are not an issue?

There are maps of 40 mb in the vault, maybe this one is slightly too big but I doubt it. On the other hand, if it's not the only map using the files, it'll definitely be worth it to add the files directly in FAF and only the map itself in the vault. It's worth it as soon as a second map in the same fashion exists, so maybe a small 1v1 one, or a true 3v3 one, with a beautiful half frozen lake, or surrounded by a half frozen sea... ;)

Also, if ever you want to make a new map in the same style, try to make a main battlefield that is more flat, because units shoot in the hills when they try to reach the enemy base (on the slope). It makes a realistic gameplay, where some units (like artilleries, hoplites) are more useful than others, but many units become really hard to use.

Also, this will be Seraphim home planet map in GW, ok?

Statistics: Posted by pip — 08 Sep 2013, 00:26


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2013-08-05T14:58:08+02:00 2013-08-05T14:58:08+02:00 /viewtopic.php?t=4651&p=50189#p50189 <![CDATA[Re: Upload Map with own created content]]>
Krapougnak wrote:
Hi,
IMPRESSIVE new map, the new textures are very cool !

A few comments:
- the tree groups on slopes seat in mid air. Try this
If you have placed props on your map, and decide you want to adjust the heightmap, you might notice that the props sit at the previous height, and don't automatically snap to the new heightmap.

The easiest way to make every prop on your map fit the new heightmap is to select the PROP layer from your layers pallette, and box-select every prop you can easilly select (go close to the edge but not right over it)... then CTRL + T to select any remaining props that are on or close to the edge that you might have missed (this selects all other props across your map that are the same type as what you have selected).

Then simply delete them.
Freaky scarey if you put heaps on, I'm sure, but trust me.

Then hit CTRL + Z to undo.
They re-appear at the corrrect height.

if that doesn't work, simply use individual trees and the paint tool for props instead of tree groups (you will have to delete all misplaced tree groups first though :( ).

Hello Krapougnak. Firstly thanks for your kind words. I actually know this littly trick and i used it while adding the vegetation but it seems i didn't really payed enough attention to it. The floating trees are indeed caused by using bigger groups of vegetation, so i ended up deleting and replacing them with individual trees. I uploaded the redone map and updated the link in my previous post.
Krapougnak wrote:
- Black matter appears on the ground when you set world borders on. My solution is to set the lowest ground of a map at 70 in the editor.

Sadly the black borders wouldn't disappear even after lifting my terrain to a minimal height of 70. Also im not sure if i still have my final heightmap. I actually finished this map in april tried to upload it, failed on it and totally forgot about it until a couple of dayes ago.

FireMessiah wrote:
looks stunning !!!
hope to see it in working order soon.

Thank you. I would really like to see this map on FAF.

Statistics: Posted by Deep_ — 05 Aug 2013, 14:58


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2013-08-05T09:04:53+02:00 2013-08-05T09:04:53+02:00 /viewtopic.php?t=4651&p=50183#p50183 <![CDATA[Re: Upload Map with own created content]]> hope to see it in working order soon.

Statistics: Posted by FireMessiah — 05 Aug 2013, 09:04


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