Page 3 of 3

Re:Can we see the Jump Maps?

Posted: Tue Feb 16, 2010 10:11 am
by louie raider
Davinci wrote:
OK, I’m not really into math, so if the TC2M maps are 2.0 miles, and the new maps are 2.48 miles, does that mean that the new maps will be roughly a mile larger than the current maps?

Basically, and I understand that the games are using two different formats, such as jpg vs spats , but if you took the new game and laid it onto a jpg file, would the new game extend roughly a half mile vertical, and horizontal over the current maps?

Thanks!

davinci
Actually, both games use the same format (JPG). the thing with splats, is that you don't "see" the terrain in the JPGs, you see representations of where you want the terrain, in either red, green or blue; each one of these colors is a 'channel'. each terrain texture you want to use should be tileable and loaded into the same folder as all the other Lstudio files.

Lstudio 6 assigns as many of these texture channels as you want to add; we use 4 JPGs to handle 12 different channels, not certain whether we can add more or not (12 different textures is enough IMO!) so then according to how you arrange each texture, Lstudio takes each one of your RGB JPGs, loads each texture into the proper RGB channel, and displays it onto the terrain.

you can imagine having Photoshop for this really makes it easy, as all i do is create folders for each JPG, then load an R, G and B layer in each folder, representing each terrain type. i can have all the terrain types in one large map file.

and if TC2M's maps represented 2 miles on a side of a map, then yes, these maps are a half-mile larger each side. it's been a fine line to take into account troop size, ratio and spacing, and integrate it with the terrain and make everything look as proportional as we possibly can. i think we get pretty close.

hope this answers your initial questions Davinci, i hope i see you modding some splats before long! if you haven't made your way over to some of the nicer texture sites out there, might i recommend [cg textures]. work on some tileable textures and start building a library, it'll come in handy!

Re:Can we see the Jump Maps?

Posted: Tue Feb 16, 2010 6:34 pm
by Hancock the Superb
Sounds complicated. Will there be a tutorial for modding maps out when you release the map modding functions?

Re:Can we see the Jump Maps?

Posted: Tue Feb 16, 2010 9:49 pm
by Davinci
norb wrote:
It's all about the scale. There are a bunch of PR parameters that seem to increase the map size dramatically if you mess with them. You can tweak these numbers to change the map size. Bad answer, sorry.
Actually, I think that that was a very good answer, the modding capabilities will allow for doing things different than the default maps, which is good considering that it leaves the door open to new ideas.
Hopefully, you will release the map tools within eighteen months after the release of the game.

Louie Raider wrote:
Actually, both games use the same format (JPG). The thing with splats is that you don't "see" the terrain in the JPGs, you see representations of where you want the terrain, in either red, green or blue; each one of these colors is a 'channel'. Each terrain texture you want to use should be tileable and loaded into the same folder as all the other Lstudio files.
OK, I seemed to follow that, basically this game is designed around modding the contents of a folder, instead of modding the original game files.

Louie Raider wrote:
And if TC2M's maps represented 2 miles on a side of a map, then yes, these maps are a half-mile larger each side. It’s been a fine line to take into account troop size, ratio and spacing, and integrate it with the terrain and make everything look as proportional as we possibly can. i think we get pretty close.
Thanks, Louie Raider , that answers my question; an extra mile of terrain is great; it’s also good to hear that the men, and objects will be scalable in time.

It also appears that Norb has programmed the boulders to have and ontopof radius, so that the men will climb\walk on the rocks, instead of walking through them. I'm still trying to get the TC2M boulders to react to this, but I'm not doing something right!

davinci

Re:Can we see the Jump Maps?

Posted: Tue Feb 16, 2010 10:22 pm
by louie raider
Davinci wrote:
It also appears that Norb has programmed the boulders to have and ontopof radius, so that the men will climb\walk on the rocks, instead of walking through them. I'm still trying to get the TC2M boulders to react to this, but I'm not doing something right!

davinci
it took some editing for him to get it to work right, with all the other moving pieces flying around, but Norb's got the ONTOPOF code nailed, and it looks really good.

Re:Can we see the Jump Maps?

Posted: Sat Feb 20, 2010 8:54 pm
by Hancock the Superb
Yah, it really looks good.

It would be interesting to see men scaling fences, as well... But that would be for later.