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Jip's maps and others

Scheduled Pinned Locked Moved Mapping
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  • N Offline
    nine2
    last edited by 27 Jan 2021, 02:04

    looks nicer

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    • K Offline
      khabume
      last edited by 27 Jan 2021, 17:25

      I think there are people who would appreciate both styles of maps.

      The larger, more realistic maps allow a person who's playing single player or maybe Co-Op to become immersed and create a narrative on their own during the course of the battle. Perhaps positions that are at a disadvantage from the start, so that can challenge is created just by the terrain.

      And there is definitely a need for balance maps to be used for, let's call it "competitive" play. These are basically chess boards.

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      • J Offline
        Jip
        last edited by Jip 27 Jan 2021, 22:10

        That is the idea for the remaster of Rainmakers - making it the most pretty survival out there 🙂 . As I've said before - I don't think this is a trade off. You can have both - pretty and competitive! We'll see what the future brings - more experimentation!

        Edit: and soon an update to the templates that Svenni and me make available - including albedo decals!

        A work of art is never finished, merely abandoned

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        • J Offline
          Jip
          last edited by 31 Jan 2021, 22:54

          Updated King of the Hill & Bounty Hunting:

          • Fixed a critical bug that would prevent you from receiving any UI notification / UI updates when you have the mods Zeps Minimap from Zep or Revealed Positions from Myxir on.

          A work of art is never finished, merely abandoned

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          • J Offline
            Jip @nine2
            last edited by Jip 2 May 2021, 11:42 5 Feb 2021, 10:39

            @nine2 I found out what caused all the river delta's - it was the global intensifier that simulates long intensive erosion. It also introduced a ton of artifacts, glad to have it out! Instead I now use channeled erosion (erosion on top of erosion) that generates better, less river-delta-isch results. I'll have a screenshot (of another map) in a hour of that 🙂 .

            with.png
            edit, terrain with (above) and without (below)
            without.png

            After more inspection it is not perfect yet - but neither is the input heightmap. I think there is only so much I can achieve with a poor heightmap as input.

            I think the erosion may need a mask to not erode or erode less on flat area's - those appear to be buggy. I'm trying to counteract it by adding a bit of noise everywhere, but to no avail at times 🙂

            A work of art is never finished, merely abandoned

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            • T Offline
              tatsu
              last edited by 5 Feb 2021, 16:32

              Oooooooo!! peeeeerty!

              How to setup FAF on linux

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              • N Offline
                nine2
                last edited by 6 Feb 2021, 09:41

                is the top screenshot the new erosion style? in which case i love it

                J 2 Replies Last reply 6 Feb 2021, 10:17 Reply Quote 0
                • J Offline
                  Jip
                  last edited by Jip 2 Jun 2021, 09:58 6 Feb 2021, 09:45

                  Yes it is - I'm still experimenting with it but that is the idea :). The pipeline is quite different:

                  -- MANUAL --

                  • I model the heightmap manually in the ozone editor.
                  • I paint some parts of the terrain that I want to erode more / less or to have certain properties, such as additional noise, etc.

                  -- PROCEDURAL --

                  • I model 'hard-to-do-things' in World Machine, such as ramps that both go up / down and rotate.
                  • I then erode, etc, the terrain to my liking.
                  • I use a lowered resolution of the eroded terrain as my heightmap
                  • I use a high resolution of the eroded terrain as a normal map

                  This is a similar approach to how models have their normals 'baked' into - you start with a high-res mesh, you then make a low-res mesh and bake in the details of the high-res mesh. In turn, the smaller details come out quite nicely and I can actually create sharp ridges because the normal resolution is 8x (at 20x20) the heightmap resolution!

                  The image above doesn't have (yet):

                  • More refined normals (manual placement)
                  • Stratum layers (just sand right now)
                  • Albedo decals
                  • Specular decals
                  • Lighting decals (shadow / ambient)

                  Edit: to show off why the normal map is so important:

                  just-normal.png
                  Normal map with flat terrain from a eagle-view (above) and from a human-view (below)
                  just-normal-angle.png

                  Literally all the detail is in the normal map. Accidentally did this by moving the decal. @biass I just accidentally found out how to make pretty normal maps 🙂 .

                  A work of art is never finished, merely abandoned

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                  • J Offline
                    Jip @nine2
                    last edited by Jip 2 Jun 2021, 10:18 6 Feb 2021, 10:17

                    @nine2 I got it just right now 🎛

                    result.png
                    result-2.png
                    result-3.png
                    result-4.png
                    result-5.png

                    The last one is a bit of a close up :D.

                    Edit: after inspecting, there are still a few artifacts. But a lot less visible than the previous set of artifacts.

                    A work of art is never finished, merely abandoned

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                    • J Offline
                      Jip @nine2
                      last edited by Jip 2 Jul 2021, 10:26 7 Feb 2021, 10:25

                      @nine2

                      This is in the GPG editor 😄 ! It doesn't use any stratum layers yet so there is still loads to gain.
                      21dbb359-d1e6-4742-9b40-cbf6782d24f2-image.png

                      I discovered what caused the artifacts: terrain that is too 'perfect' or 'smooth' causes the sediment to pile up. The piled up sediment causes artifacts.

                      de866830-d26d-4053-90b4-6577705982d9-image.png

                      I think the boundaries straight-line are some artifact from how the erosion splits up the terrain into blocks, allowing it to run on multiple threads. But that is just a guess.

                      ce7c076b-735f-447d-b600-7007be8c8a46-image.png

                      The same location, but now without those artifacts 🙂 .

                      A work of art is never finished, merely abandoned

                      1 Reply Last reply Reply Quote 7
                      • A Offline
                        archsimkat
                        last edited by 7 Feb 2021, 10:34

                        It's hard to believe this is supreme commander! The mapping revolution has begun.

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                        • tatsuT Offline
                          tatsu
                          last edited by 8 Feb 2021, 18:55

                          wow that last one looks utterly incredible.

                          How to setup FAF on linux

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                          • K Offline
                            Krapougnak
                            last edited by 9 Feb 2021, 08:21

                            WOW !!! Can't wait !

                            J 1 Reply Last reply 9 Feb 2021, 13:37 Reply Quote 0
                            • J Offline
                              Jip @Krapougnak
                              last edited by Jip 2 Sept 2021, 14:20 9 Feb 2021, 13:37

                              @nine2 the river delta's are back but that is not the point - I'm trying to incorporate the idea of visual cues that you mentioned. I've just figured out how to make the decal stop suddenly without it looking strange, clearly indication that a piece of terrain can be considered flat from that point onwards 🙂 . It is done via applying masks at the right places before and after eroding.

                              clear-lines.png

                              I've also been experimenting with allowing a stratum layer to 'leak through' so that there is detail up close. As an example the dotted circles have a stratum layer just slightly going through, where as the completed circles do not. The different is a significant boost in detail when you're zoomed in.

                              It does provide more 'control' over the color of the decal, which is a double edged sword: it allows you to more easily tweak it but its harder to see the end result without having everything together in the GPG editor.

                              up-close.png

                              Without all the additional noise and at a lower resolution:

                              no-noise.png

                              Clearly shows where the ramps are 😄 - perhaps I can color tone the ramps a bit more so that they are more easily identifiable from mountains

                              A work of art is never finished, merely abandoned

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                              • T Offline
                                Tagada Balance Team
                                last edited by 10 Feb 2021, 08:33

                                Can you even call this FA anymore?

                                1 Reply Last reply Reply Quote 0
                                • nine2N Offline
                                  nine2
                                  last edited by 10 Feb 2021, 23:36

                                  You've outdone yourself. How can I see this in a working map?

                                  1 Reply Last reply Reply Quote 1
                                  • J Offline
                                    Jip
                                    last edited by 11 Feb 2021, 09:02

                                    @nine2 it is still under production. For now, these images will have to suffice 🙂 .

                                    A work of art is never finished, merely abandoned

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                                    • J Offline
                                      Jip
                                      last edited by 13 Feb 2021, 13:24

                                      Updated Mellow Shallows to version 14:

                                      • Included feedback from @nine2

                                      Updated Pool of Entropy to version 3:

                                      • Added option to disable the strategic launchers

                                      A work of art is never finished, merely abandoned

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                                      • J Offline
                                        Jip
                                        last edited by Jip 23 Feb 2021, 07:57

                                        Springtime (the map shown a lot previously) is in a finishing state! The map was made for one of the developers of the LOUD community. It was a remake of 'Valley Passage' but then more aesthetically pleasing.

                                        preview-1.png

                                        preview-4.png

                                        preview-5.png

                                        The map had a few goals in mind:

                                        • Constructing a map layout other than in World Machine without losing the original layout / flexibility.
                                        • Making the map competitively easy to read.

                                        Therefore this map has a 'core' and an actual map file. The core file solely (ab)uses the ozone editor to construct the general layout and uses stratum masks to construct masks that can be used in World Machine.

                                        89dd7e11-e89d-4246-902e-71d956c91366-image.png
                                        A screenshot that is taken at roughly the same location, depicting the general layout
                                        4d9a0235-4567-40fc-a58b-9eef67c89048-image.png

                                        This is all fed into World Machine and then used in the actual map file. If anyone would want to 'move a mountain' later on then I'd change it in the core file, run it through the world machine template for this map and then update the actual map file accordingly. A large portion of the process is because of this procedural in a non-destructive manner.

                                        Center of Tatsu is another map that I've been working on. It is the first design of this topic:

                                        • https://forum.faforever.com/topic/1214/a-community-effort-on-a-map-layout

                                        b75a3dd4-3021-491f-811c-fc7495178fca-image.png
                                        A screenshot that is taken at roughly the same location, depicting the general layout and a few stratum layers used for masks in World Machine and the according output
                                        a83613c6-98d1-4396-907c-ad6df17b4a4b-image.png

                                        The aim of this map was to solidify the workflow. And solid it certainly became. I was able to completely remove Photoshop from the equation which is critical because Photoshop is both commercial and slow software. The workflow is more automated by the use of a script. The only reason I required Photoshop was to convert the files to the .dds format. As an alternative Image Magick is used for that in combination with a script:

                                        #!/bin/bash
                                        
                                        # Variables used throughout the script
                                        
                                        resolutionMask=256
                                        resolutionHeightmap=513
                                        
                                        target="../center_of_tatsu.v0001/"
                                        
                                        for entry in "output/"*;
                                        do
                                            # determine old file location
                                            fileOld="${entry%.*}"
                                            ddsOld="$fileOld.dds"
                                        
                                            # determine new file location
                                            fileNew=`basename $fileOld`
                                            ddsNew="$target/env/decals/$fileNew.dds"
                                        
                                            # only change if file we want to convert is newer
                                            if [[ "$entry" -nt "$ddsNew" ]] || [ ! -f "$ddsNew" ]; then
                                                # convert the file
                                                echo "Converting: $entry"
                                                magick "$entry" -define dds:compression=dxt5 "$ddsOld"
                                        
                                                # move it to the new location
                                                mv "$ddsOld" "$ddsNew"
                                            else
                                                echo "Skipping: $entry (not updated)"
                                            fi
                                        done
                                        

                                        This is only a snippet of the script. But essentially there is no more manual labour in converting the textures to the correct format / size. Now I can click and go - go get some coffee, talk to my neighbour, study a bit, end up at the toilet and then when I'm back all the textures produced by World Machine are converted and stored at the right locations.

                                        On top of that it is significantly faster than Photoshop - converting an 8k texture could take up to an hour in Photoshop, where as it takes about a minute with Image Magick.

                                        When developing the map I used 2k or 4k textures rendering the generating / conversion time to at most a minute, allowing me to quickly assess the results in the old GPG editor. By using the /EnableDiskWatch program argument the textures are automatically updated and therefore the results can be seen without restarting the editor.

                                        A work of art is never finished, merely abandoned

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                                        • J Offline
                                          Jip
                                          last edited by 14 Apr 2021, 07:54

                                          Back again with an update on my first map: Auralian - The Core!

                                          To get an idea, this is how the initial version looked like:

                                          9838ee1f-e146-4ea3-a940-1a407fc79ea3-image.png

                                          And this is how it looks like now:

                                          preview-1

                                          preview-2

                                          preview-3

                                          The aim was to learn and apply various techniques:

                                          • Use my understanding of how the water works to make it a one-of-a kind water
                                          • Use world machine knowledge to make cliffs and underwater patterns. Particularly I've learned about how to control the shape of the rock formations on cliffs a lot more!
                                          • Use general knowledge from other games (Anno 1800) to solidify the looks. An example: the hard border between rock and grass.

                                          preview-3

                                          The map is by no means competitively interesting. But it can be a solid map for your first few games.

                                          A work of art is never finished, merely abandoned

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