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Map Shifting Sands v1.3

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Date Editor Before After
12/23/2018 7:26:30 PMDErankManu12 before revert after revert
Before After
1 [q]I would consider making (at least some fraction of) the centre lake deep enough for submarines, shipfac and ship striders. A depth of -16 achieves this while still being pathable for most land units (although some will be unable to shoot). 1 [q]I would consider making (at least some fraction of) the centre lake deep enough for submarines, shipfac and ship striders. A depth of -16 achieves this while still being pathable for most land units (although some will be unable to shoot).
2 [/q] 2 [/q]
3 This is quite hard to implement because i would arbitrarily put deep water (-16) between the 2 deep spots which results in: 3 This is quite hard to implement because i would arbitrarily put deep water (-16) between the 2 deep spots which results in:
4 - some units being unable to shoot even if it looks like it 4 - some units being unable to shoot even if it looks like they could
5 - spiders (and maybe rovers) being unable to move between north and mid which is contradictory to sparkles idea of having the lanes help each other out (north is definitely a spider spot) 5 - spiders (and maybe rovers) being unable to move between north and mid which is contradictory to sparkles idea of having the lanes help each other out (north is definitely a spider spot)
6 - there will definitely be pathing problems with big ships like shogun because they cant turn around in a small water channel (seen already at south with smaller ships) and i dont want to turn mid into ship/amph only 6 - there will definitely be pathing problems with big ships like shogun because they cant turn around in a small water channel (seen already at south with smaller ships) and i dont want to turn mid into ship/amph only
7 \n 7 \n
8 [q]The tool I've used to texture my last few maps is GIMP. Its interface is a bit imposing but you don't need to know how to use most of it. 8 [q]The tool I've used to texture my last few maps is GIMP. Its interface is a bit imposing but you don't need to know how to use most of it.
9 \n 9 \n
10 - Copy in a few textures, tile them to the size of your map 10 - Copy in a few textures, tile them to the size of your map
11 - Set up a texture map with a few layers, each of which holds one of your textures 11 - Set up a texture map with a few layers, each of which holds one of your textures
12 - Define layer masks to determine which texture is visible where 12 - Define layer masks to determine which texture is visible where
13 - Export image to png or whatever 13 - Export image to png or whatever
14 [/q] 14 [/q]
15 \n 15 \n
16 how can you apply the texture appropriately (e.g. to fit with hightmap) when building the texture in gimp only? You cant see what you are doing that way and it was hard enough for me to do the textures by hand in springboard where i could instantly see the result of my drawing. 16 how can you apply the texture appropriately (e.g. to fit with hightmap) when building the texture in gimp only? You cant see what you are doing that way and it was hard enough for me to do the textures by hand in springboard where i could instantly see the result of my drawing.