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Messages - Trappin

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351
Maps, tilesets and scenarios / GlestMaps: Redoubt - October 2009
« on: 21 October 2009, 16:59:57 »
Redoubt



Additional Notes - Defensive map for turtles  :-*


352
Thirteen replies and not one of them on-topic.

Can't say I haven't tried.

353
You hate the dwarf faction? The modeling, animations, sounds and textures are top notch and its loads of fun to play.

354
titi found an excellent example of Joshua Tree scrub land - those rocky hills are full of sidewinders and rattlesnakes. :o



I snapped this photo of a high plains desert canyon located in NW Nevada, USA. Not many folks live out here - ranchers and a few remote Indian outposts.

355
I have a request. I'd like the Glest default Forest tileset modified to include two new objects. One Hexagon object and one Heptagon object with both being the same size as a Mossy Rock object. No fancy textures are needed - default colors will be fine for the test. It doesn't matter which objects are removed from the default object list - but please include the default Mossy Rock object in the new modified tilseset so the two new objects can be rendered next to the old Mossy Rock object for comparison.

Mark made the hex objects and linked them here:
Code: [Select]
http://www.filefront.com/14639531/Trappin%27s%20Shapes.zip

I mirrored them here: http://www.mediafire.com/file/2nizzoegi5m/HexHept_object.zip

[IMG]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/Geometric.jpg[/img]

Previous attempts to build wall sections have failed due to random alignment features coded into the game. Objects lack a "true north" code, so each object is dropped into the game world not knowing the direction it should face - also - objects aligned in a linear fashion in the map editor will be rendered in-game with slight deviations along linear lines - hence the slightly jumbled - north/east/south/west -  object placement and rotation shown on the screen shot below.
 
square shaped objects rotate

Code: [Select]
[IMG]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/castlewall.jpg[/img]
So, why not use a hexagon or heptagon shaped object? An object with 5 or 6 sides solves the "true north" object problem - it won't matter which side faces north. We will still have the not-quite-lined-up non-linear jumbled appearance but if the Hex/Hept objects are double size the same way Mossy Rocks are sized - then some Hex objects will overlap other Hex objects - just as Mossy Rocks do - but with 5/6 sided objects it wont matter because one face of each object will be overlapping the other and thus form partially homogeneous wall connection seams. The new wall sections will still have deviations N/S/E/W along linear lines but i think it will be tolerable due to the shape of each object.

Mossy Rocks aligned.

Code: [Select]
[IMG]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/alignment01.jpg[/img]
and

Code: [Select]
[IMG]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/alignment02.jpg[/img]
Is anyone willing and able to integrate the new hex objects into a test tileset? Thanks.


356
Maps, tilesets and scenarios / Re: Volcanic Released
« on: 13 October 2009, 12:39:03 »
This tileset is worthy of more attention. Omega, maybe replace some of the bone objects with something other than more bones/skeletons? Tweak the sounds a bit.

The large rock/cinder cone looks fine - same with the stone objects. Maybe work a bit more on one of the dead tree objects.

Solid tileset but with a bit more work it will be outstanding.

357
What do you guys want me to change on the Tileset?

Add Joshua Tree model.

Maybe rethink the white and black colored checkerboard surface type and replace it with a dirt/short grass type texture - the comparative example of that would be titi's winter tileset with the grass and snow - scrub land would just replace the snow with sand, dirt or dried mud polygon and limited patches of green grass.

Looking forward to the next version of this tileset. ;D

358
@Trappin-Okay, I have your models. I just did them in the last 9 minutes, zipped them and uploaded them.

http://www.filefront.com/14639531/Trappin%27s%20Shapes.zip

Anyone have time to integrate these models into a functioning tileset?

359
Henceforth and forever more.

AIF= artificial intelligence faction. :P

Are the AIF's stacking/grid locking on the mountains near the start locations?

360
Non-player character. Is AI faction a better description?

361
Thanks Mark, looking forward to messing around with this stuff.

362
It's possible yes - but takes time fiddling with a map to get the objects to align properly. This is why I need not only the two new hex/hept object but also the mossy rock - this way we can compare how they all behave on the same map and in the same locations.

Anyone have the time to model the hex/hept objects and zip them into into a functioning tileset?

363
The screen shots are from the regular Glest client. Objects will align like this when placed in specific locations.

364
See how the mossy rocks align in the screen shot below? The new hex/hept objects will render in the same fashion.

Code: [Select]
[IMG]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/alignment01.jpg[/img]
and

Code: [Select]
[IMG]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/alignment02.jpg[/img]

365
Thanks for the response.

1) Design heptagon/Hexagon to the relative size and height of the Mossy Rock object.

2) Place the two new hex/hept model objects AND Mossy Rock object into the newly modified Glest default tileset Forest.

Frankly,  I really don't care about the color for testing purposes.

I'd like to see how the hept/hex objects render in-game compared - side by side - to the default mossy rock objects.

  :)


366
Maps, tilesets and scenarios / Re: Map pics
« on: 28 September 2009, 18:47:00 »
The forum posts describing how to do this are scattered and incomplete. If someone would post the default code lines and the modified lines of code enabling screenshots and zoomed view it would be nice. I do this stuff by hook and crook and then hope the game client keeps working.

It's very annoying when people complain and nitpick yet offer no help.

I changed the values below to 564.00 - why? I have no idea but it worked.

RenderDistanceMax=564.00

CameraMaxDistance=564.00

FogOfWarEnabled=0

367
Just a couple thoughts.
1. Random orientation is vital to the visual appeal of "standard" tilesets. The fewer models in each set is better for memory space. Rotation allows greater variety with less memory impact. maybe GAE could add a tileset XL tag to eliminate the eandom orientation on specific models as per the designer's intention. Post in the GAE forum as a feature request.
2. A test wouldn't be hard. Is that your block wall? Blender can do milti sided shapes easily. I believe you just pick the number of sides you need on a circle or cylinder.
3. With rotation, as shown in that screenshot, texture will affect the "seamlessness" greatly.

Good luck!

1) Yes, this is a workaround due to the visual appeal aspects of the game. I wouldn't want that code changed in any form.

2) Not my block wall. I have no idea who did it, sorry.

2) Solid colors for the test. If the rendering looks decent in-game then I think  each different hex object can be used, in conjunction with one another, to overcome the visual rendering limitations for linear object placement.

EDIT: baby steps - game modders seem to try to do too many things and falter. Design the basic hex/hept objects and place them into a functioning tileset. Zip and share with the community.

368
Maps, tilesets and scenarios / Re: --Tileset/Map Productions Team--
« on: 28 September 2009, 03:41:48 »
Well, come up with a little concept and we'll see who on the team wants to create your tileset.

I have a request. I'd like the Glest default Forest tileset modified to include two new objects. One Hexagon object and one Heptagon object with both being the same size as a Mossy Rock object. No fancy textures are needed - one solid color will be fine for the test. It doesn't matter which objects get removed from the default object list - but please include the default Mossy Rock object in the new modified tilseset so the 2 new objects can be rendered next to the old Mossy Rock object.

Code: [Select]
[IMG]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/Geometric.jpg[/img]
Previous attempts to build wall sections have failed due to random alignment features coded into the game. Objects lack a "true north" code, so each object is dropped into the game world not knowing the direction it should face - also - objects aligned in a linear fashion in the map editor will be rendered in-game with slight deviations on linear lines - hence the slightly jumbled - north/east/south/west -  object placement on the screen shot below.
 
square shaped objects rotate
Code: [Select]
[IMG]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/castlewall.jpg[/img]
So, why not use a hexagon or heptagon shaped object? An object with 5 or 6 sides solves the "true north" object problem - it won't matter which side faces north. We will still have the not-quite-lined-up non-linear jumbled appearance but if the Hex/Hept objects are double size the same way Mossy Rocks are sized - then some Hex objects will overlap other Hex objects - just as Mossy Rocks do - but with 5/6 sided objects it wont matter because one face of each object will be overlapping the other and thus form partially homogeneous wall connection seams. The new wall sections will still have deviations N/S/E/W along linear lines but i think it will be tolerable due to the shape of each object.

Mossy Rocks aligned.

Code: [Select]
[IMG]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/alignment01.jpg[/img]
Special maps will need to be constructed with the object rendering limitations in mind but I think with some practice learning how hex objects render on the new tileset - we can ultimately design small scale castle-type siege maps.

Does this make sense to anyone? I think it will work. Anyone on the team want to take on this project?

EDIT: Modified to reflect Hectates comments - Glest random alignment problems features coded into the game.
Edit2: add mossy Rock screenshot

369
Thanks for the comments Modman and ElimiNator . I'll address what seems to be a design error on Autobahn.

Quote
Modman: did you fix the mountains?

The mountains near each starting location?

Code: [Select]
[IMG]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/Autobahn_mountains.jpg[/img]
Are NPC's stacking/grid-locking on the mountaintop Stone Objects? If so, yes, I can surround the elevated area with Invisible Objects.

Quote
Modman: it can be hard to find the AI's buildings to destroy them and win.

Indian faction with the fire golem units add another wrinkle to that problem - the game won't complete until those are dead as well. This really is a Glest game code mechanic and can't be resolved via map design.

Quote
Modman:I like to do in general is to defend my main base to an extreme extent.

You like to play on turtle maps, yes? One of the GAE team members made Athena's Valley and its a very good turtle/defense map. I made Badwater for the Scrub Land Tileset and it has defensible design features as well but really isn't a full-on turtle design.

Quote
Modman:my favorite default one is Mountains for some reason.

Same here, I've played that map many times and still love it. Some of the old default Glest maps have NPC stacking/grid locking problems but have very organic, natural looking layouts.


370
General discussion / Re: GAE Installer
« on: 26 September 2009, 23:08:30 »
Automatic installer and manager of mods for the game S.T.A.L.K.E.R.: Shadow of Chernobyl.

http://www.codeplex.com/SmartModManager

http://sourceforge.net/projects/smart-mod-mgr/

http://www.smart-mod-manager.org/

Can this be adapted for use with Glest? SMM works like a dream with STALKER.

371
Maps, tilesets and scenarios / Re: Map pics
« on: 26 September 2009, 22:36:33 »
3D view/ screenshots can only be rendered using the Glest Advanced Engine (GAE) - so download and install it.

The original Windows Glest default INI are listed below:

FogOfWarEnabled=1

RenderDistanceMax=64.00

CameraMaxDistance=35.00

UiPhotoMode=false

GsFogOfWarEnabled=false


Do not follow my advice. Please wait for professional help or save the original INI in a safe place.  ;D

I fiddled with those lines and was able to get the screenshot function working in the GAE.


372
Maps, tilesets and scenarios / Re: Map - FinalBattle
« on: 24 September 2009, 18:18:20 »
The map is good and has an organic/natural look and feel to it. If you think the open area's needs more objects then add some statues and more dead trees - though I think it's fine. I changed the trees in the NE corner to Dead Tree objects and the NPC no longer stack/gridlock along the Mossy Rock wall.

Code: [Select]
[IMG]http://i307.photobucket.com/albums/nn301/BlackRockers/Glest%20Maps/Allyunstack.jpg[/img]

373
Maps, tilesets and scenarios / Re: Map - FinalBattle
« on: 24 September 2009, 07:55:48 »
GAE screen shot

Code: [Select]
[IMG]http://i307.photobucket.com/albums/nn301/BlackRockers/Glest%20Maps/AllyResist.jpg[/img]
Very nice map! The new factions look good too. The wood gathering NPC's stacked on the NE wall at the spot show on the screen shot below -

Code: [Select]
[IMG]http://i307.photobucket.com/albums/nn301/BlackRockers/Glest%20Maps/Allystack.jpg[/img]
They wanted the trees behind the invisible block/mossy rock objects - so close yet so far away! I'll post more thoughts later - nice job.  :)

374
Okay, fine, but if you create enough good maps and get someone to link to it in their topic, possible Archmage101s team thread, you will never have to worry about it really dying.

We already have the Glest Map Compendium page so linking this post to a new forum user thread is redundant. I'd also appreciate a formal critique of my map(s). Viewing map screencaps and declaring them to be "ok" is bit dismissive - map designers need community feedback to improve. Help us out !

Omega - I can't get a GAE screenshot of a map (Magma) when using the Volcanic Tileset - will you please post the exact INI line/code change necessary to temporarily remove the red particle haze effect present at maxcameradistance? - thanks.


375
Edit my post? what happens when the original post is on page three? no one will ever see new map editions.

Or a new post for each new map.


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