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Throw a copy of SpringMapConvNG on Itch.io

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Date Editor Before After
8/6/2019 10:55:27 AMEErankAdminAnarchid before revert after revert
8/6/2019 10:55:09 AMEErankAdminAnarchid before revert after revert
8/6/2019 10:54:25 AMEErankAdminAnarchid before revert after revert
8/6/2019 10:53:55 AMEErankAdminAnarchid before revert after revert
8/6/2019 10:48:23 AMEErankAdminAnarchid before revert after revert
8/6/2019 10:46:36 AMEErankAdminAnarchid before revert after revert
Before After
1 [quote]Other than SpringMapConvNG, what parts of the tool chain are needed to make a Zero-K map? [/quote] 1 [quote]Other than SpringMapConvNG, what parts of the tool chain are needed to make a Zero-K map? [/quote]
2 Here's the toolchain i used in the one hour map video (and also for Glacies, Coagulation), with some alternatives i know were used by other mappers. 2 Here's the toolchain i used in the one hour map video (and also for Glacies, Coagulation), with some alternatives i know were used by other mappers.
3 \n 3 \n
4 1: [b]Blender[/b] to do terrain sculpting and texture auto generation (or use springboard with manual texture painting) 4 1: [b]Blender[/b] to do terrain sculpting and texture auto generation (or use springboard with manual texture painting)
5 - OR any other heightmap/terrain editing/generation tool e.g. [b]Gaia[/b], [b]Carrara[/b], [b]WICed[/b], [b]L3DT[/b], [b]Bryce[/b], etc. Most of them are proprietary, sometimes very ($100+ license cost). Blender requires quite some expertise to set up for map editing, and my experiments with the ANT plugin were quite abortive. 5 - OR any other heightmap/terrain editing/generation tool e.g. [b]Gaia[/b], [b]Carrara[/b], [b]WICed[/b], [b]L3DT[/b], [b]Bryce[/b], etc. Most of them are proprietary, sometimes very ($100+ license cost). Blender requires quite some expertise to set up for map editing, and my experiments with the ANT plugin were quite abortive.
6 \n
6 2: [b]Gimp[/b] to do flat image post-processing (ex: DNTS) if necessary (or use springboard) 7 2: [b]Gimp[/b] to do flat image post-processing (ex: DNTS) if necessary (or use springboard)
8 \n
7 3: [b]SpringMapConvNG[/b] to compile the map (alterantives: any other mapconv; or use springboard) <--- you are here 9 3: [b]SpringMapConvNG[/b] to compile the map (alterantives: any other mapconv; or use springboard) <--- you are here
10 \n
8 4: [b]SpringBoard[/b] for precision tuning of your heightmap (fixing slope angles and water depths in particular; alternative: *lots* of fiddling with your heightmap tool, e.g. blender) 11 4: [b]SpringBoard[/b] for precision tuning of your heightmap (fixing slope angles and water depths in particular; alternative: *lots* of fiddling with your heightmap tool, e.g. blender)
12 \n
9 5: [b]SpringBoard[/b] for feature placement (alternative: write a placement config by hand in text editor) 13 5: [b]SpringBoard[/b] for feature placement (alternative: write a placement config by hand in text editor)
14 \n
10 6: [b]Zero-K[/b] to easily generate startbox configurations (which would be part of SB:ZK when such a thing is done) 15 6: [b]Zero-K[/b] to easily generate startbox configurations (which would be part of SB:ZK when such a thing is done)
16 \n
11 7: [b]A text editor[/b] of any kind to save startbox and metal configurations (which should be automatically done by SB:ZK when such a thing is done) 17 7: [b]A text editor[/b] of any kind to save startbox and metal configurations (which should be automatically done by SB:ZK when such a thing is done)
18 \n
12 8: [b]An archive manager[/b] capable of producing non-solid 7z or zip files 19 8: [b]An archive manager[/b] capable of producing non-solid 7z or zip files
13 \n 20 \n
14 Steps 1-5 and 8 are doable in SpringBoard currently or [u]are[/u] SpringBoard. 21 Steps 1-5 and 8 are doable in SpringBoard currently or [u]are[/u] SpringBoard.
15 \n 22 \n
16 I don't see any reason to distribute SpringMapConvNG in that light. 23 I don't see any reason to distribute SpringMapConvNG in that light.