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    Jip's maps and others

    Scheduled Pinned Locked Moved Mapping
    73 Posts 19 Posters 10.9k Views 3 Watching
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    • nine2N Offline
      nine2
      last edited by

      looks nicer

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      • K Offline
        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 Offline
          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 Offline
            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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            • JipJ Offline
              Jip @nine2
              last edited by Jip

              @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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              • tatsuT Offline
                tatsu
                last edited by

                Oooooooo!! peeeeerty!

                How to setup FAF on linux

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                • nine2N Offline
                  nine2
                  last edited by

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

                  JipJ 2 Replies Last reply Reply Quote 0
                  • JipJ Offline
                    Jip
                    last edited by Jip

                    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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                    • JipJ Offline
                      Jip @nine2
                      last edited by Jip

                      @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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                      • JipJ Offline
                        Jip @nine2
                        last edited by Jip

                        @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

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                        • archsimkatA Offline
                          archsimkat
                          last edited by

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

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                          • tatsuT Offline
                            tatsu
                            last edited by

                            wow that last one looks utterly incredible.

                            How to setup FAF on linux

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                            • K Offline
                              Krapougnak
                              last edited by

                              WOW !!! Can't wait !

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

                                @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

                                  Can you even call this FA anymore?

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                                  • nine2N Offline
                                    nine2
                                    last edited by

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

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

                                      @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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                                      • JipJ Offline
                                        Jip
                                        last edited by

                                        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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                                        • JipJ Offline
                                          Jip
                                          last edited by Jip

                                          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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                                          • JipJ Offline
                                            Jip
                                            last edited by

                                            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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