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    Jip's maps and others

    Scheduled Pinned Locked Moved Mapping
    73 Posts 19 Posters 10.8k Views
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    • ChosenC
      Chosen
      last edited by Chosen

      Decal limit have nothing to do with blinking decals 😉 You can also try to change the sun direction, power to fix that shadow issue

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      • JipJ
        Jip
        last edited by Jip

        Then I'm not sure what you are talking about - do you have a replay or a video that shows the problem? Edit: then I can add in a note / disclaimer for the guides on map-wide decals 🙂 .

        I may update the shadow map in the future - when I'm ready for a next iteration 🙂 . For now I first want to setup the repository that holds the map along with the timelapse that shows the first ~6 hours of progress.

        A work of art is never finished, merely abandoned

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        • ChosenC
          Chosen
          last edited by

          Try search over map vault

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          • JipJ
            Jip
            last edited by Jip

            I'm not entirely sure what you are after - searched for replays, for the map itself, etc. Can't find it 🙂

            Edit: the decals do blink slightly when I am in cam_Free mode - unusual angles are poorly taken care of by the engine.

            A work of art is never finished, merely abandoned

            JipJ 1 Reply Last reply Reply Quote 0
            • JipJ
              Jip @Jip
              last edited by Jip

              A remaster of an old map made for a friend at that time - Mellow Shallows V11 is in the vault!

              island-large-new.png

              island-small-new.png

              overview-new.png

              I'd love to hear your feedback on the aesthetics of the map. Make sure to add in your graphics settings as they can heavily influence how the map is perceived.

              Edit: After making the screenshots I'd say the map is a tee-bit on the dark side 🙂 .

              A work of art is never finished, merely abandoned

              1 Reply Last reply Reply Quote 4
              • nine2N
                nine2
                last edited by

                Hey Jip, I had a look. For starters its really cool to see some innovation after all of these years with new techniques applied to a 13 year old game. Overall I think the level of detail is fantastic but the variety in detail is not. To me I just see the same river-delta thing over and over with maybe the same crack thing over and over. It would be nice if we had this level of detail but with more diversity in appearance of "decals".

                nine2N 1 Reply Last reply Reply Quote 1
                • nine2N
                  nine2 @nine2
                  last edited by nine2

                  alt text

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                  • nine2N
                    nine2
                    last edited by

                    when you are zoomed out a bit it looks GREAT
                    alt text

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                    • nine2N
                      nine2
                      last edited by nine2

                      these mountains look fake - the lines are too vertical? too uniform? too repetitious?
                      alt text

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                      • nine2N
                        nine2
                        last edited by nine2

                        This shoreline looks lovely and more realistic.
                        dd3c2ce8-57f1-4686-9867-fb8e60fb7262-image.png

                        Do you think there is a tradeoff with realism? As things become more realistic they might become less at-a-glance clear. Like where exactly can the ACU walk underwater on this shoreline, is there any where he is blocked? Etc.

                        Lets compare that to eye of the storm, which looks more cartoony and less realistic, but is very clear. In a complex RTS at-a-glance-understanding is important because everything is already too hard without having to decipher the map.

                        6542b0ff-3d4e-47e5-ae2b-d1e6863bb3b9-image.png

                        I'm not trying to say that the realism approach is bad -> im just wondering if there is a trade off? Do you have to pick one or is it possible to do both.

                        1 Reply Last reply Reply Quote 3
                        • nine2N
                          nine2
                          last edited by nine2

                          Offmap waves look funny, no big deal
                          74e653b8-cc5b-4f5d-b81f-591686ad88a1-image.png
                          0472dff2-b46a-4198-b113-ef71bc2be1cb-image.png

                          JipJ 1 Reply Last reply Reply Quote 1
                          • JipJ
                            Jip @nine2
                            last edited by Jip

                            @nine2 Thank you for your feedback! 😄

                            About the river-delta thing: this is erosion and is in nature quite common!

                            • Example with mountains: example-erosion-1.png
                            • Example detla: example-erosion-2.png
                            • Example beach shore: example-erosion-3.png
                              Example underwater: example-erosion-4.png

                            Depending on the material the same patterns can be seen on a different scale - especially when things are sandy it really starts to show. I think that:

                            • There may indeed be too many of them: their scale is too small and therefore they are too present.
                            • They are too uniform, e.g., they should be more noisy due to the small scale.

                            The cracks (as part of the normal maps) that you see are part of one of the stratum layers - I'll fix that. Its a bit too strong / repetitive. Therefore they are indeed too easy to spot. I didn't spot them underwater yet, thanks for pointing that out!

                            About the realism / clear at-a-glance: I don't think such a tradeoff is required. This is the second map where I apply all of these techniques to the fullest and one could easily add in additional information (such as where the beaches are) to make them shine just a tad different. All of that can be accomplished via masks (handmade or generated). in BAR (Beyond All Reason) they have a lot more extensive world machine files allowing one to generate all kinds of patterns: from bumpy grass, (small) dunes, rock formations and various other interesting patterns! What is required here is:

                            • More experience at my end to work out all those details
                            • Smaller maps to allow for a a higher resolution / heightmap pixel

                            Especially the latter is important here - I am now experimenting with an 'adaptive' scale to allow some parts to have a higher resolution than others. More about that later 🙂 .

                            An example that is already working is the Adaptive Moon map from Svenni. He uses the same techniques but then via textures provided by NASA or similar organizations - and it looks stunning!

                            I'll fix the off-map waves. Not sure what the last screenshot is but it appears Supreme Commander itself is making a mistake there.

                            About the trade-off realism / clear at-a-glance: what would make a beach instantly recognizable? Or a piece of mountain / unwalkable geometry?

                            Edit: and as an example, this is how islands in Anno 1800 are constructed:

                            • https://anno-union.com/devblog-island-creation/

                            They look clear and convey the message properly. Of course - it is a different game - but it still conveys the message quite properly. I use the same techniques, just at a lower resolution due to the limitations of Supreme Commander.

                            A work of art is never finished, merely abandoned

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                            • nine2N
                              nine2
                              last edited by

                              "About the river-delta thing: this is erosion and is in nature quite common!"

                              I get that, but perhaps being realistic shouldnt be the goal. Shouldn't the primary goals be something like:

                              • map makes interesting game play
                              • balanced
                              • easy for player to understand
                              • looks good

                              then way down the list at position 20:

                              • is realistic portrayal of earth

                              "what would make a beach instantly recognizable? Or a piece of mountain / unwalkable geometry?"

                              simple obvious consistent predictable terrain without unique obfuscating detail overload

                              like if you look at what the do in mapgen, looks like cliffs are a different texture. Plus the texture in the middle is a darker colour - you can instinctively get a feel for the chunks of land. so you can instantly play a map you have never played before, even if it quite complex.
                              0fd4780c-9850-4f98-a536-7182450b1986-image.png

                              i'm not trying to say that you should turn your maps into that. its great to have maps in your style and we should keep them. im just saying that its also good to have maps in the other style -> easy to understand. probably too hard to have your cake and eat it too?

                              JipJ 1 Reply Last reply Reply Quote 1
                              • nine2N
                                nine2
                                last edited by

                                you mentioned the moon map - that looks great too. Can I understand it a glance zoomed out? Not really ... I'd need to zoom in / experiment with units to work out exactly where they can walk. And now instead of focusing on gameplay I'm spending time on map-deciphering

                                JipJ 1 Reply Last reply Reply Quote 1
                                • JipJ
                                  Jip
                                  last edited by Jip

                                  I understand and I agree - the visuals should support the gameplay. Visual cues (cliff = unwalkable) and supporting the magic circle (holding up the illusion of the game / experience) are critical components of that! In that sense Mellow Shallows is a terrible example overall - there are no cliffs and those that do exist are walkable 😧 , haha. That was part of the original map however, this is just a remaster.

                                  Everything that you mention (thank you for that) is certainly possible with the techniques I use now! It really helps with understanding where to take things to - right now the world machine file is quite basic and it can do with various more masks to communicate various pieces of information (visual cues such as cliffs, shores, elevations via color coding, etc).

                                  So in this case - the cake can be made and eaten 🙂 .

                                  I'm experimenting next on a LOUD map (another Supreme Commander community) that resembles springtime (melting snow) - I'll try and 'encapsulate' this idea of visual cues in that map. Once that is done I start with a map for Sanctuary.

                                  (edit) As an example with a different style:
                                  rainmakers-with.png
                                  Rainmakers with (top) and without (bottom) a map-wide normal map
                                  rainmakers-without.png

                                  The visual cues are not 100% incorporated here yet - I'm working on it all 🙂 .

                                  A work of art is never finished, merely abandoned

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                                  • JipJ
                                    Jip @nine2
                                    last edited by Jip

                                    @nine2 I've changed the rock texture:

                                    mellow-changed.png

                                    It looks a lot more natural with this version 🙂 . All the cracks are gone too - they were part of the rock texture that had a very strong normal map.

                                    A work of art is never finished, merely abandoned

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                                    • nine2N
                                      nine2
                                      last edited by

                                      looks nicer

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                                      • K
                                        khabume
                                        last edited by

                                        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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                                        • JipJ
                                          Jip
                                          last edited by Jip

                                          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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                                          • JipJ
                                            Jip
                                            last edited by

                                            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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