Forged Alliance Forever Forged Alliance Forever Forums 2018-06-16T13:47:23+02:00 /feed.php?f=53&t=6662 2018-06-16T13:47:23+02:00 2018-06-16T13:47:23+02:00 /viewtopic.php?t=6662&p=164986#p164986 <![CDATA[Re: Lionhardt's WIP Mapping Thread]]> Statistics: Posted by Lionhardt — 16 Jun 2018, 13:47


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2018-05-24T21:09:17+02:00 2018-05-24T21:09:17+02:00 /viewtopic.php?t=6662&p=163817#p163817 <![CDATA[Re: Lionhardt's WIP Mapping Thread]]> Statistics: Posted by Farmsletje — 24 May 2018, 21:09


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2018-02-05T15:46:05+02:00 2018-02-05T15:46:05+02:00 /viewtopic.php?t=6662&p=160471#p160471 <![CDATA[Re: Lionhardt's WIP Mapping Thread]]>
Lionhardt wrote:
No magic at all, just lower the average LOD cutoff until the flickering goes away. Coming to think of it... would be good to write a script that randomizes the cutoffs a little, as its so tedious to adjust every decal by hand, which is why I almost never do that.


I build that script that randomises lod cutoffs now. I used b2ag's map parser for that: https://github.com/b2ag/scmap_mirror_to ... d_scmap.py

Dunno if he is okay with me just posting my script that hooks into his code here and he doesn't seem to be online much to ask him...

Statistics: Posted by Lionhardt — 05 Feb 2018, 15:46


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2018-02-05T13:03:29+02:00 2018-02-05T13:03:29+02:00 /viewtopic.php?t=6662&p=160466#p160466 <![CDATA[Re: Lionhardt's WIP Mapping Thread]]>
@speed2: I see, thanks!

Statistics: Posted by Lionhardt — 05 Feb 2018, 13:03


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2018-02-05T12:04:13+02:00 2018-02-05T12:04:13+02:00 /viewtopic.php?t=6662&p=160463#p160463 <![CDATA[Re: Lionhardt's WIP Mapping Thread]]> Image

You used a lot of the darker evergreen set, not really my style because you had to rev up those lighting multipliers to compensate, but hey, you do you.

I replaced that bright white evrock texture with the tundra rock texture, the real dark one.
It came off a lil green so i neutralised it by dropping out some green light from the ambient light, i think
I also lowered the shadow colour and replaced it with more ambient, too, and i roatated the sun direction a little,

And this is what i came up with, it's (the tundra texture) not really setup with the rest but it's a lot more easy on the eye in my opinion, and a lil more pop in my opinion too.
Image
Hope you can get something out of this. :mrgreen:

Statistics: Posted by biass — 05 Feb 2018, 12:04


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2018-02-05T12:01:23+02:00 2018-02-05T12:01:23+02:00 /viewtopic.php?t=6662&p=160462#p160462 <![CDATA[Re: Lionhardt's WIP Mapping Thread]]>
what the game does is that it creates a virtual file system and loads the things into it. All the packed folders in gamedata gets loaded like this:
Code:
gamedata/textures.scd

will be in the game available as
Code:
/textures

etc.

Spoiler: show
Same applies for the editor as well. You can either unpack it and then you have to specify the way as you have it right now (which breaks the map if you send it to others. Or you edit the paths via export/import and it will always work.)

Statistics: Posted by speed2 — 05 Feb 2018, 12:01


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2018-02-05T11:53:37+02:00 2018-02-05T11:53:37+02:00 /viewtopic.php?t=6662&p=160460#p160460 <![CDATA[Re: Lionhardt's WIP Mapping Thread]]> Statistics: Posted by Lionhardt — 05 Feb 2018, 11:53


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2018-02-05T11:37:05+02:00 2018-02-05T11:37:05+02:00 /viewtopic.php?t=6662&p=160457#p160457 <![CDATA[Re: Lionhardt's WIP Mapping Thread]]>
Code:
/gamedata/textures/environment/reveal.dds

Edit all the paths and remove gamedata from there so it starts with /textures

Statistics: Posted by speed2 — 05 Feb 2018, 11:37


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2018-02-05T11:11:51+02:00 2018-02-05T11:11:51+02:00 /viewtopic.php?t=6662&p=160456#p160456 <![CDATA[Re: Lionhardt's WIP Mapping Thread]]>
With the water ramps you can change the color transitions for deep water and abyss, with wave files you can choose other wave patterns. I have discovered one where when choosing the right water settings looks like drifting floes. Had planned to do a snow map with that. But if this causes rendering issues I guess I won't.

waterstuff.JPG

Here new file:

ovalsquare.v0001.zip

Statistics: Posted by Lionhardt — 05 Feb 2018, 11:11


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2018-02-05T10:11:24+02:00 2018-02-05T10:11:24+02:00 /viewtopic.php?t=6662&p=160455#p160455 <![CDATA[Re: Lionhardt's WIP Mapping Thread]]> Statistics: Posted by biass — 05 Feb 2018, 10:11


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2018-02-05T09:00:45+02:00 2018-02-05T09:00:45+02:00 /viewtopic.php?t=6662&p=160452#p160452 <![CDATA[Re: Lionhardt's WIP Mapping Thread]]> Statistics: Posted by Lionhardt — 05 Feb 2018, 09:00


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2018-02-05T08:10:03+02:00 2018-02-05T08:10:03+02:00 /viewtopic.php?t=6662&p=160450#p160450 <![CDATA[Re: Lionhardt's WIP Mapping Thread]]>

i see you have changed it up a lot since your last pic, i like what you've done with it :lol: :lol: :lol:
Are you using something in this map i don't have? I can see your textures n all.

Statistics: Posted by biass — 05 Feb 2018, 08:10


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2018-02-05T07:57:10+02:00 2018-02-05T07:57:10+02:00 /viewtopic.php?t=6662&p=160449#p160449 <![CDATA[Re: Lionhardt's WIP Mapping Thread]]>
Ignore the random placeholder-name, lol.

Statistics: Posted by Lionhardt — 05 Feb 2018, 07:57


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2018-02-05T07:40:37+02:00 2018-02-05T07:40:37+02:00 /viewtopic.php?t=6662&p=160448#p160448 <![CDATA[Re: Lionhardt's WIP Mapping Thread]]> Statistics: Posted by biass — 05 Feb 2018, 07:40


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2018-02-05T07:38:57+02:00 2018-02-05T07:38:57+02:00 /viewtopic.php?t=6662&p=160447#p160447 <![CDATA[Re: Lionhardt's WIP Mapping Thread]]>
Maybe the 2 and 7 positions are better yes. I took 3 and 9 so far because they are kinda un-turtle-able.


gl with having to explain your entire workflow everytime you post an image kappa and kappa


Ah well^^ I enjoy explaining stuff anyway, so...

Statistics: Posted by Lionhardt — 05 Feb 2018, 07:38


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