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> FS Tiberium Exposure (2-3)
Devastator
post Oct 30 2010, 12:20 AM
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I created a map a while ago and decided to release it here. This map has a little blue lighting. It was meant to be darker though. To be honest, I copied Ixith's lamp codes from FS Hell''s Crevice and I couldn't nail it.

Creator=Devastator/Ionizer
Theater=Temperate
MapSize=70x80

There are two tiberium infested pits. Be careful though because the veinhole on the bottom will eventually eat whoever is at Player Location 0.

Just so you know, I created this with my mod but tested it in normal TS which works fine with this map so no worries about Internal Errors. I noticed a blue line bug at the top of the map that I can't fix. I pulled it down a bit but I can still see off the map.

Zip
Attached File  FS_Tiberium_Exposure__2_3_.zip ( 63.23K ) Number of downloads: 310


Minimap and Player Locations.

This post has been edited by Devastator: Oct 30 2010, 12:25 AM
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Ixith
post Oct 30 2010, 02:45 AM
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Okay here is my finalsun overlook on it...

-concerning your blue line bug, as i haven't looked at it ingame i'm not sure what it is doing there but obviously after opening the map up in finalsun the red line is lower than the blue one.. to fix this go to Edit-> Map and then look into the visible area. it currently reads 2, 2, 66, 74. It needs to be 2, 4, 66, 72.
How you managed to get that to happen is beyond me except maybe toying around with the wrong parameter number. I think to fix the bottom one on the cliff you probably changed the 2nd number to a 2 to raise it up, however, the 1st 2 numbers in that set are the Left side and Top placement ones and those are independent. However the last 2 numbers are dependent and decide your length out to the right and the length down in which your visible area spans.
Meaning if you change one of the 1st 2 numbers then you will also be moving the right and/or bottom line too. So to move just the right side or bottom line some you need to edit the last 2 numbers only.
I hope you understood that.

-Cliffs. It seems you're getting there...but you still need work with them. Attached below is an example picture from one specific spot.
Attached Image

-Blockiness still seems to exist on your hill slopes here and there. It also is really noticeable in your LAT and the water.

-Water, the water is actually fine for the most part. No Shore errors. I personally have become a fan of non-cut up water tiles, which you have in your map but they are harder to notice than normal LAT tiles that are cut in half and many many a maps have it in them. The main thing in the water that concerns me is the swampy lat. the pieces that have the blue bright stuff in them need to be completely surrounded by the first 1x1 tile in the list as otherwise it will not auto-form itself and you'll have a straight edge of swampy LAT against water which looks bad.

-As for lighting, I haven't played it ingame obviously, and your screenshots are of finalsun. However i checked the global lighting and it's your basic lighting still. So all the lighting additions to this map are from the lightposts, which the reason your blue probably doesn't look like the blue lighting i have on my blue tib in Hells Crevice is due to the effect of global lighting has over it and the negative colored light post i have there. On the map it's a purple light post next to the invisible blue one...in the map file though it's values are changed so that it takes away red and green lighting, thus leaving the blue lighting to dominate that area.
As you probably would guess global lighting is slapped on the map when you put it in. Thus if your global lighting is a redish color and you throw in some blue light posts the area the blue light posts are in will look purple ingame unless you put up negative red light posts around the same general area as the blue ones.

-concerning the VHM. It looks alright...but you need to keep in mind that the center of a VHM is actually 1 cell down and thus if you place it on flat ground you'll find that in game that, the center spot will magicly be one height level down upon destroying the VHM. This can be avoided by making sure you start on an area where the height level is 1 and not 0. Then placing the VHM, then using the Lower Ground (slope logic) button click on the center of the VHM. This will properly make the VHM spot, although on occasions it will not be accurate for some reason and thus you'll have to retry. To spot it if it doesn't work simply place the veins around the edge of the VHM and if they overlap with the VHM something is wrong.

You are showing signs of improvement from your first map on here and that's good. Just keep working with them and you'll get better as you create more.


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Devastator
post Oct 30 2010, 09:22 PM
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QUOTE (Ixith @ Oct 29 2010, 10:45 PM) *
Okay here is my finalsun overlook on it...

-concerning your blue line bug, as i haven't looked at it ingame i'm not sure what it is doing there but obviously after opening the map up in finalsun the red line is lower than the blue one.. to fix this go to Edit-> Map and then look into the visible area. it currently reads 2, 2, 66, 74. It needs to be 2, 4, 66, 72.
How you managed to get that to happen is beyond me except maybe toying around with the wrong parameter number. I think to fix the bottom one on the cliff you probably changed the 2nd number to a 2 to raise it up, however, the 1st 2 numbers in that set are the Left side and Top placement ones and those are independent. However the last 2 numbers are dependent and decide your length out to the right and the length down in which your visible area spans.
Meaning if you change one of the 1st 2 numbers then you will also be moving the right and/or bottom line too. So to move just the right side or bottom line some you need to edit the last 2 numbers only.
I hope you understood that.

-Cliffs. It seems you're getting there...but you still need work with them. Attached below is an example picture from one specific spot.
Attached Image

-Blockiness still seems to exist on your hill slopes here and there. It also is really noticeable in your LAT and the water.

-Water, the water is actually fine for the most part. No Shore errors. I personally have become a fan of non-cut up water tiles, which you have in your map but they are harder to notice than normal LAT tiles that are cut in half and many many a maps have it in them. The main thing in the water that concerns me is the swampy lat. the pieces that have the blue bright stuff in them need to be completely surrounded by the first 1x1 tile in the list as otherwise it will not auto-form itself and you'll have a straight edge of swampy LAT against water which looks bad.

-As for lighting, I haven't played it ingame obviously, and your screenshots are of finalsun. However i checked the global lighting and it's your basic lighting still. So all the lighting additions to this map are from the lightposts, which the reason your blue probably doesn't look like the blue lighting i have on my blue tib in Hells Crevice is due to the effect of global lighting has over it and the negative colored light post i have there. On the map it's a purple light post next to the invisible blue one...in the map file though it's values are changed so that it takes away red and green lighting, thus leaving the blue lighting to dominate that area.
As you probably would guess global lighting is slapped on the map when you put it in. Thus if your global lighting is a redish color and you throw in some blue light posts the area the blue light posts are in will look purple ingame unless you put up negative red light posts around the same general area as the blue ones.

-concerning the VHM. It looks alright...but you need to keep in mind that the center of a VHM is actually 1 cell down and thus if you place it on flat ground you'll find that in game that, the center spot will magicly be one height level down upon destroying the VHM. This can be avoided by making sure you start on an area where the height level is 1 and not 0. Then placing the VHM, then using the Lower Ground (slope logic) button click on the center of the VHM. This will properly make the VHM spot, although on occasions it will not be accurate for some reason and thus you'll have to retry. To spot it if it doesn't work simply place the veins around the edge of the VHM and if they overlap with the VHM something is wrong.

You are showing signs of improvement from your first map on here and that's good. Just keep working with them and you'll get better as you create more.


-I didn't know there was so much to the blue line. Thanks for that info.

-Yeah this is the first time I realized what cliff pieces like C40 were used for. It does indeed make it look better. Also I just can't figure out how to avoid cliff shadows looking messed up ingame. This is only with the back cliffs which I always had trouble with such as with the slope set piece. R7 didn't look right so I never placed it and instead I used R10.

-I always thought stuff like Swampy LAT made it look better.

-The Lighting doesn't spread as much as it should have and the negative light posts didn't make it darker. I remember I once made a unit that deployed into a Negative Light Post and it took around four together to actually make a difference whereas the Blue and Green Light Posts are very intense unedited.

-The veinhole problem. Yes I always wondered why I'd see a piece of vein at the spot where a veinhole was when the AI would destroy it. I always wondered why a slope would be there. I knew what to do but since it was on a 0 height level, I was kind of lazy to go and fix it all up as I would be deleting that whole cliff line with slope sets.

-Yes I know that I have improved. biggrin.gif I also put in a trigger. The mutants are revealed if you attack one of their buildings. When I learn more advanced methods, the trigger will be edited and cause the Mutants to attack whatever damaged the building.

I've started messing around with singleplayer maps too and I used TS' missions as an example to help me with taskforces, scripts and teamtypes throughly. I just couldn't make my reinforcements move to the specified waypoint from off the map.


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