Page 3 of 5

Re: biass' map thread: 2020

PostPosted: 26 Feb 2020, 21:33
by keyser
I got to the end of the project only to learn they can not be used.

what's the limitation ? technical one or something different (rules) ?

Re: biass' map thread: 2020

PostPosted: 26 Feb 2020, 22:21
by armacham01
Should FAF consider (only with the creator's permission of course) adding certain custom assets to FAF itself, so that they could be used in any map?

If the gate and tree models were added to FAF as a whole, then Biass could use them in his maps?

I don't know if Biass would agree to that, if it meant that other people could also use them in THEIR maps. He likes to have control over his creations. I don't want to speak for him.

But it seems like potentially a solution. If not for this particular instance, someone else might make content that would be nice for all mapmakers to have access to.

Re: biass' map thread: 2020

PostPosted: 27 Feb 2020, 00:25
by Morax
keyser wrote:
I got to the end of the project only to learn they can not be used.

what's the limitation ? technical one or something different (rules) ?


It is technical, keyser. According to Philip, new props - and models of any sort for that matter - need a custom loader modification for their use. The only way to ensure everyone can use them without this modification is to update the FAF game code to include it.

Re: biass' map thread: 2020

PostPosted: 27 Feb 2020, 09:18
by biass
assets


I don't want to give out the gate asset, I put in a lot of time to make a unique model and seeing it spammed out wherever by subpar mappers just reduces the value.

However, the trees.
We should perhaps consider just taking a number of the fa assets and just recolouring them. Because the amount of options that they provide is actually incredible.

Consider the pink trees. You can find a use for them almost anywhere, and opens up new themes like Gateway and Roses' yellow theme or a snow on lava theme as well. Add orange trees and suddenly you can make like a autumn theme or some such. Etc etc

I think we should hue some assets and add them to the game. The variety of map themes would increase so damn much. You dont need to change the nass values either.

Re: biass' map thread: 2020

PostPosted: 28 Feb 2020, 16:56
by DeimosEvotec
Those maps look fantastic.

Re: biass' map thread: 2020

PostPosted: 02 Mar 2020, 05:26
by biass
I have no forums yet I must rage.

Here are some pictures of some teamgame map ftx drew in paint, it's 3v3 and 20km.

Image
Image
Image
Image

Its some kind of lava setup but with snow, which looks alright

Re: biass' map thread: 2020

PostPosted: 03 Mar 2020, 15:55
by biass
Finished the appearance of the map, which is called The Crucible.
It has 5 custom textures. Making a good looking lava map is probably impossible with the provided materials so honestly, i'll probably stick to brute forcing themes with custom textures for a little while longer.

Here are some pictures.

Image
Image
Image
Image
Image
Image
Image
Image

Re: biass' map thread: 2020

PostPosted: 04 Mar 2020, 14:11
by nine2
biass - that looks fucking awesome and FINALLY some custom textures wtf took so long

Re: biass' map thread: 2020

PostPosted: 04 Mar 2020, 14:13
by nine2
https://i.imgur.com/Bk6MZjN.jpg
although, there is some pixelation in one of the textures, maybe you can adjust some mipmap blur

Re: biass' map thread: 2020

PostPosted: 05 Mar 2020, 06:31
by biass
The snow texture isn't custom, it's pixelated a bit due to the way it's applied onto the map. The texture would normally be so impossibly bright white snow, so it's erased down to be "half showing." Hymn and bone uses a similar strategy.

I can try and blur it, but I don't think it will have an effect.