Lionhardt's WIP Mapping Thread

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Re: Lionhardt's WIP Mapping Thread

Postby Lionhardt » 05 Feb 2018, 07:38

Right, having a hard time with the lighting on this one. The rock texture I am also not satisfied with yet.

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...
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Re: Lionhardt's WIP Mapping Thread

Postby biass » 05 Feb 2018, 07:40

Chuck me the file? i'll have a look at it for you, and see if i can suggest anything.
Map thread: https://bit.ly/2PBsa5H

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Re: Lionhardt's WIP Mapping Thread

Postby Lionhardt » 05 Feb 2018, 07:57

Sure. See attachment.

Ignore the random placeholder-name, lol.
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ovalsquare.v0001.zip
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Re: Lionhardt's WIP Mapping Thread

Postby biass » 05 Feb 2018, 08:10

Image

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.
Map thread: https://bit.ly/2PBsa5H

Petricpwnz wrote:biass on his campaign to cleanse and remake every single map of FAF because he is an untolerating reincarnation of mapping hitler
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Re: Lionhardt's WIP Mapping Thread

Postby Lionhardt » 05 Feb 2018, 09:00

Err. Uhm. Try unzipping env.scd and textures.scd... But that won't be it... rather make sure you have the FA resources in your vanilla gamedata folder.
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Re: Lionhardt's WIP Mapping Thread

Postby biass » 05 Feb 2018, 10:11

Mmm no, it's all still there as it was before, i would try re-sending the file if you can.
Map thread: https://bit.ly/2PBsa5H

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Re: Lionhardt's WIP Mapping Thread

Postby Lionhardt » 05 Feb 2018, 11:11

Okay I fixed it. I had selected other water textures and for some reason these cause that rendering issue in FA... Wonder why. Would be cool if we could fix this, because I discovered that there are a lot more water textures than the default one: go to ` Supreme Commander\gamedata\textures\engine`

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
waterstuff.JPG (126.67 KiB) Viewed 4561 times


Here new file:

ovalsquare.v0001.zip
(713.92 KiB) Downloaded 143 times
Help me make better maps for all of us, visit my Mapping Thread.

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- Hexagonian Drylands
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Re: Lionhardt's WIP Mapping Thread

Postby speed2 » 05 Feb 2018, 11:37

You can use the export feature in the editor, export lighting, water, Open the exported Lua file and edit the paths to match the textures you want.

Code: Select all
/gamedata/textures/environment/reveal.dds

Edit all the paths and remove gamedata from there so it starts with /textures
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Re: Lionhardt's WIP Mapping Thread

Postby Lionhardt » 05 Feb 2018, 11:53

And then FA will find it?
Help me make better maps for all of us, visit my Mapping Thread.

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Re: Lionhardt's WIP Mapping Thread

Postby speed2 » 05 Feb 2018, 12:01

Sure, paths for vanilla textures are same as for fa

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: Select all
gamedata/textures.scd

will be in the game available as
Code: Select all
/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.)
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