project-navigation
Personal tools

Author Topic: new +forest map and tiles  (Read 18403 times)

Offline tilli

  • Rookie
  • ***
  • Posts: 72
    • View Profile
new +forest map and tiles
« on: November 15, 2010, 08:51:00 pm »
Hi

Did some new mapping. Very easy stuff. As I intend to make the whole package usable for RMA, all parts are along the 256x256 grid.
I simply assembled most of the tiles in one map. More tiles are in the works.

Tilli

Offline tilli

  • Rookie
  • ***
  • Posts: 72
    • View Profile
Re: new +forest map and tiles
« Reply #1 on: November 15, 2010, 08:55:32 pm »
For those who want to look at the map data itself.

Tilli

Offline H-Hour

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1923
    • View Profile
Re: new +forest map and tiles
« Reply #2 on: November 15, 2010, 10:21:36 pm »
Looks cool tilli. It would be nice if we could use these tiles with the current +forest RMA. You'll just need to change the ground texture to match the current +forest tiles (tex_nature/grass_mowed_dry_c).

There seems to be something wrong with the tree models you're using (fir). It looks like there's a draw order problem. Mattn may know more about this, but I don't think it's something you can fix on your end (screenshot attached). They're also too small

Feel free to give a little more love to those hills. They're quite pointy and the engine can handle a lot more brushes, so you can smooth them out a bit.

Also, the trees seem to be grouped into types. Maybe they should be scattered a bit more so there are big and small and different types of trees together.


Offline tilli

  • Rookie
  • ***
  • Posts: 72
    • View Profile
Re: new +forest map and tiles
« Reply #3 on: November 16, 2010, 09:39:20 am »
Hi H-Hour

As usual, thanks for the comments.
Obviously this is still work in progress.
Of course I will change the ground to match the current +forest tiles. Why didn't I think of that myself, stupid me?
That some of the trees are smaller is no surprise. I scaled them. Not sure what you mean by draw order problem.
Tree variation and better hills are also in the works.

tilli

Offline Kildor

  • Project Artist
  • Captain
  • ***
  • Posts: 757
  • Project mapper and some other stuff`er
    • View Profile
    • http://ufoai.nx0.ru
Re: new +forest map and tiles
« Reply #4 on: November 16, 2010, 11:07:02 am »
Thanks for the contribution! Very nice to see it.

Offline tilli

  • Rookie
  • ***
  • Posts: 72
    • View Profile
Re: new +forest map and tiles
« Reply #5 on: November 17, 2010, 08:57:13 pm »
I run into a problem

I want to add a tile to the +forest map

I located the forest.ump and added the following:

tile +h5
{

3 3

0      abfgu      0
acdgu    +a      acefu
0      abdeu      0
}

and in assembly
+h5 "1 1"

What that gets me when a call the map is a drop to the main menu.

the log gives me the message: could not find ~/fr_h5.bsp
if I create a fr_h5.bsp the map runs fine

all the other parts are .map, so why does my part have to be .bsp
Where is my mistake???

Thanks
Tilli


Offline H-Hour

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1923
    • View Profile
Re: new +forest map and tiles
« Reply #6 on: November 17, 2010, 09:06:23 pm »
A bsp is a compiled .map file and the game can only read those. You create a .map file then compile it into a .bsp for the game.

Offline tilli

  • Rookie
  • ***
  • Posts: 72
    • View Profile
Re: new +forest map and tiles and tilesets
« Reply #7 on: November 18, 2010, 11:22:14 am »
ok, I solfed the .map / .bsp confusion

But run into another problem:
my forest. ump looks like follows
Code: [Select]
///** tilesets

tileset forest_11a {
+f1
+f2
+f7
+f8
+a1
}

tileset forest_11b {
+f31
+f34
+f35
+f36
+f37
+f38
+f39
+f40
//+f41
//+f42
//+f43
//+f44
}


assembly small
{
title "_Little forest"
size "5 10"

tileset forest_11a "0 30"
tileset forest_11b "0 30"
}

If I increase the number of tiles in a single tileset to greater than 8 (like activating +f41, putting more then 8 tiles in the first tileset also gets the same result), then I get a crash to desktop with the following ufoconsole.log

Code: [Select]
2010/11/18 11:17:39Change gametype to 'Skirmish mode'
2010/11/18 11:17:47Starting skirmish with 8 soldiers and 0 ugvs
2010/11/18 11:17:47------- Loading game.dll -------
2010/11/18 11:17:47not found at '/usr/local/lib'
2010/11/18 11:17:47not found at 'C:\Dokumente und Einstellungen\Tilman\Anwendungsdaten\UFOAI/2.4-dev/base'
2010/11/18 11:17:47found at './base'
2010/11/18 11:17:47==== InitGame ====

Could it be, that there is a limit on how many tiles you can put in a tileset???
Thanks
Tilli

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: new +forest map and tiles
« Reply #8 on: November 18, 2010, 11:45:25 am »
you are right - the max is 8 here and there was no overflow check yet - but this is fixed now

Offline tilli

  • Rookie
  • ***
  • Posts: 72
    • View Profile
Re: new +forest map and tiles
« Reply #9 on: November 19, 2010, 01:49:10 pm »
thanks mattn for the fast reply.

Another question came up, seems the norm with this mapping project :-)

How is the order of placement of the aliens determined?
What happens if I have two alien starting places on different tiles but only one alien to assign, where does he start?

tilli

Offline H-Hour

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1923
    • View Profile
Re: new +forest map and tiles
« Reply #10 on: November 19, 2010, 01:51:12 pm »
You can randomize it by setting the randomspawn property of the worldspawn entity. But this must be set on every single tile in the RMA.

Offline tilli

  • Rookie
  • ***
  • Posts: 72
    • View Profile
Re: new +forest map and tiles
« Reply #11 on: November 19, 2010, 02:01:08 pm »
just so i understood correctly

if i set randomspawn on every tile which has an alien starting point,
then 5 aliens with 10 starting points would appear every time in a different combination?
even if the starting points are on different tiles?

Do none alien tiles also need the randomspawn?

Offline H-Hour

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1923
    • View Profile
Re: new +forest map and tiles
« Reply #12 on: November 19, 2010, 02:38:33 pm »
That's my understanding of how it works. I haven't yet done it for +city to check.

Do none alien tiles also need the randomspawn?

That's a good question. Test and let us know! :) One of the joys of mapping for a game-in-progress. Many of the features have not really been fully tested.

Offline tilli

  • Rookie
  • ***
  • Posts: 72
    • View Profile
Re: new +forest map and tiles
« Reply #13 on: December 06, 2010, 12:27:06 pm »
I need some testing :-). On my end the new tiles are working without problem. I packed the current version, so you can have a look. The whole thing is still WIP. 
Can somebody please load the new +forest part and check if it also works on somebody else version/machine?
The package is at
http://devs.openttd.org/~planetmaker/patches/newforest.zip

Please backup your files (forest folder, forest.ump, forest.mat) beforehand and make sure you put the new files in the correct folders.

And be careful, the aliens could be anywhere.

tilli

Offline Kildor

  • Project Artist
  • Captain
  • ***
  • Posts: 757
  • Project mapper and some other stuff`er
    • View Profile
    • http://ufoai.nx0.ru
Re: new +forest map and tiles
« Reply #14 on: December 06, 2010, 01:20:01 pm »
I`ll take a look on this work. I also can commit it to the repo, if you want.