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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!
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    STlNG

    @STlNG

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    Best posts made by STlNG

    • Procedural Skyboxes

      What follows is a brief explanation of a portion of the procedural skybox parameters. Note that procedural skyboxes are only available in Forged Alliance version maps, i.e., version 60.

      A few examples of what is possible before we start.
      a7d49616-5b2d-4de8-91fc-32d1b46094a2-image.png
      88fa95a2-7f81-4eb3-b93d-84684fe6352e-image.png

      To give this a try you will need: a text editor like Notepad or VSCode, FAF Map Editor, and of course Forged Alliance.

      The FAF Map Editor can export procedural skybox settings in JSON format. Open the map editor and select the Lighting category. At the bottom of the sidebar are the export and import buttons. You will use these buttons a lot while experimenting. Export and save the skybox parameters as an .scmskybox file.

      58a17a37-5cc4-4f54-8af2-bdc4cb38c3df-image.png

      I'm not going define all of the parameters because there are several that, either don't do anything substantial, or I haven't tested yet. I'll cover what I use the most.

              "HorizonHeight": -42.5,
              "HorizonColor": {
                  "r": 0.6485937237739563,
                  "g": 0.8204687237739563,
                  "b": 0.8399999737739563,
                  "a": 1.0},
              "ZenithColor": {
                  "r": 0.21999996900558473,
                  "g": 0.4099999666213989,
                  "b": 0.7199999690055847,
                  "a": 1.0},
              "DecalGlowMultiplier": 0.10000000149011612,
              "Albedo": "/textures/environment/Decal_test_Albedo003.dds",
              "Glow": "/textures/environment/Decal_test_Glow003.dds",
              "Planets": [
                  {
                      "Position": {
                          "x": 2190.58056640625,
                          "y": 570.74267578125,
                          "z": -1020.002685546875
                      },
                      "Rotation": -1.5847588777542115,
                      "Scale": {
                          "x": 183.0,
                          "y": 183.0
                      },
                      "Uv": {
                          "x": 0.0,
                          "y": 0.5,
                          "z": 0.5,
                          "w": 0.5
                      }
                  },
      
      • HorizonHeight - sets the position of the horizon with respect to the terrain, default value should be fine for most scenarios. It can be moved closer to zero for a more distinct horizon.

      • HorizonColor - sets the color of the lower portion of the skybox. I often start by setting these values equal to the Fog Color values and start adjusting from there.

      • ZenithColor - sets the color of the upper portion of the skybox

      • DecalGlowMultiplier - sets the glow value of the entities in the list of planets

      • Planets - sets the list of entities to be added to the skybox. Each planet has parameters that define its position, size, and rotation.

      • Position - sets the position of the planet in the skybox using the same coordinate system as the map editor

      • Rotation - sets the rotation of the planet from -2.0 to 2.0. Should be set to match the map lighting style and light direction

      • Scale - sets the size of the planet. In combination with the position values, can be used to create tiny distant stars, large near moons, and everything in between

      After making some changes and saving the file you can import the changes into the FAF Map Editor. The map editor will give you a representation of the position, size, and colors, but will not render planets or clouds.

      I'll update this post with the cloud settings as well as the planet Uv values when I get some more time.

      Attached are the skyboxes for the earlier examples.

      skybox examples.zip

      posted in Mapping
      S
      STlNG
    • RE: Weekly Discussion #29 - What would you like to see in the game next?

      First-person ACU perspective

      posted in Weekly Discussions
      S
      STlNG
    • RE: 'Brigadier Fletcher' Mapping tournament

      My tournament submission was kind of a last-minute spontaneous idea that I thought I could accomplish without the normal amount, i.e., fifty plus hours, of effort. The idea is several large artificial monoliths for base-building surrounded by water and maybe just a bit of natural-looking terrain, and it's predicated on the phenomenon that if the water level is the exact same height as the land you get to build and move land units as usual, but the water textures are also rendered.

      Kings of Beta Ceti

      No one now living knows where the massive columns, dubbed the Kings of Beta Ceti, came from, what they're made of, or the significance of their markings. But these mysteries are going to have to remain unsolved, at least for a while longer. The moon, officially named Beta Ceti E 44, is approaching its perigee with the super Jovian and the entire site is rapidly flooding. The UEF scientists are packing up and leaving, abandoning everything but their data. Even the exceptionally expensive Black Sun instruments will soon be submerged.

      Site brief courtesy of UEF Advanced Special Programs Division.
      kobc03.png

      Image from Novax pass 29:40:10 local time.
      2a2ba55a-1bb1-49a1-8010-4e7a7135277b-kobc01.png

      Final transport leaving Logistics Command. The floodwaters have reached the peaks of the artifacts.
      1317bb92-16d2-41d8-8328-e10c12c995e6-kobc02.png

      Each spawn has about 1k mass reclaim. You can go first navy factory without moving if you wish.
      kobc06.png

      Each civilian area contains about 2k mass reclaim.
      kobc05.png

      The Black Sun wreckage was reduced to 15% of its original mass.
      kobc04.png

      I'll get this uploaded to the vault in the next day or two. Thank you @Jip for hosting another tournament.

      One final shot of some flooded structures.
      kobc07.png

      posted in Tournaments
      S
      STlNG
    • RE: AI Development Guide and M27AI v81 Devlog

      @maudlin27 , great job with this AI. I like to make 1v1 style maps and when I play test I throw in an AI opponent. I've only used it a few times so far but it acts the more like a human opponent than any other AI I've tried. It even chased my com down with T1 arty after a battle had left it <1000hp and got the kill as I was trying to get under water

      I used to use Sorian AIx adaptive with 1.7 or 1.8x but M27x absolutely destroyed me with those settings. It bombed all of my engineers within a few minutes.

      Anyway, great job. I won't be going back to Sorian AI.

      posted in AI development
      S
      STlNG
    • RE: WD #3 - Ridiculous Balance Ideas

      Not really balance, just weird ideas.

      Cybran shields block other players' vision of shielded area unless other player has unit within shielded area.

      UEF T3 "hypersonic" tac missile. 2x range, 2x speed, requires two hits from TMD to defeat.

      Aeon ACU advanced sensor upgrade gives mini eye of Rhianne style quantum optics.

      Seraphim sniper bots can target air units.

      posted in Weekly Discussions
      S
      STlNG
    • RE: Weekly Discussion #29 - What would you like to see in the game next?

      Subs build underwater mass, hydro, sonar, and reclaim.

      posted in Weekly Discussions
      S
      STlNG
    • Ranked 1v1 Map of the Month - with Avatar

      I had an idea. In addition to the existing ranked ladders there would be a 1v1 ranked ladder but with only one map. At the end of the month the highest rated player gets a shiney Supreme Commander of <map> avatar. Then the ladder is reset and a new map is selected.

      posted in Suggestions
      S
      STlNG
    • RE: AI Development Guide and M27AI v81 Devlog

      Stop making it better. It's getting too hard to beat. 🙂 I'm kidding. Your work is appreciated.

      posted in AI development
      S
      STlNG
    • RE: WD #3 - Ridiculous Balance Ideas

      Revive mode. Quantum gateway can rebuild a defeated teammate's ACU.

      posted in Weekly Discussions
      S
      STlNG
    • RE: T1 Subs & T1 Frigs

      @zeldafanboy said in T1 Subs & T1 Frigs:

      It takes more than a minute for a T1 sub to kill a T1 frigate iirc, increase sub damage massively and lower their reload speed

      Yes!

      And, I always put underwater mexes on the maps I make. It's great to be able to raid with subs. I think subs should be able to build underwater mexes and hydros.

      posted in Balance Discussion
      S
      STlNG

    Latest posts made by STlNG

    • RE: login issue

      I saw this error when I tried to authenticate with Duck Duck Go. I was able to authenticate using Edge.

      posted in I need help
      S
      STlNG
    • RE: Satellite overperforming.

      Imagine Novax has a defensive role. Remove the ability to hit ground targets. Give it TMD, and maybe even some AA, and keep the intel. Then use it in coordination with the Fatty. Maybe it spawns with the Fatty and dies if the Fatty dies.

      posted in Balance Discussion
      S
      STlNG
    • RE: The little things

      Not a little change, but I really appreciate the PBR textures. The units just look so good now with proper map lighting.

      posted in Modding & Tools
      S
      STlNG
    • RE: Clarkes Retreat map in 1v1 pool is broken

      @StormLantern this is my bad. The map vault has the fix as v.6.

      posted in I need help
      S
      STlNG
    • RE: 'Brigadier Fletcher' Mapping tournament

      @thecrimsonknight you can grab the map from the vault and reverse engineer it. As far as the actual skybox, I used Gaea for the planet texture and GIMP to sphereize, fade it out, and add the star.

      posted in Tournaments
      S
      STlNG
    • RE: 'Brigadier Fletcher' Mapping tournament

      My tournament submission was kind of a last-minute spontaneous idea that I thought I could accomplish without the normal amount, i.e., fifty plus hours, of effort. The idea is several large artificial monoliths for base-building surrounded by water and maybe just a bit of natural-looking terrain, and it's predicated on the phenomenon that if the water level is the exact same height as the land you get to build and move land units as usual, but the water textures are also rendered.

      Kings of Beta Ceti

      No one now living knows where the massive columns, dubbed the Kings of Beta Ceti, came from, what they're made of, or the significance of their markings. But these mysteries are going to have to remain unsolved, at least for a while longer. The moon, officially named Beta Ceti E 44, is approaching its perigee with the super Jovian and the entire site is rapidly flooding. The UEF scientists are packing up and leaving, abandoning everything but their data. Even the exceptionally expensive Black Sun instruments will soon be submerged.

      Site brief courtesy of UEF Advanced Special Programs Division.
      kobc03.png

      Image from Novax pass 29:40:10 local time.
      2a2ba55a-1bb1-49a1-8010-4e7a7135277b-kobc01.png

      Final transport leaving Logistics Command. The floodwaters have reached the peaks of the artifacts.
      1317bb92-16d2-41d8-8328-e10c12c995e6-kobc02.png

      Each spawn has about 1k mass reclaim. You can go first navy factory without moving if you wish.
      kobc06.png

      Each civilian area contains about 2k mass reclaim.
      kobc05.png

      The Black Sun wreckage was reduced to 15% of its original mass.
      kobc04.png

      I'll get this uploaded to the vault in the next day or two. Thank you @Jip for hosting another tournament.

      One final shot of some flooded structures.
      kobc07.png

      posted in Tournaments
      S
      STlNG
    • RE: Base Layer Texture and Albedo Tiling.....5K and 10km map....need help

      Export the stratum settings, open the file with a text editor, change 256 to 512, save and import the updated settings.

      Edit, it's going to look like garbage unless it's an extremely high resolution texture.

      posted in Mapping
      S
      STlNG
    • Procedural Skyboxes

      What follows is a brief explanation of a portion of the procedural skybox parameters. Note that procedural skyboxes are only available in Forged Alliance version maps, i.e., version 60.

      A few examples of what is possible before we start.
      a7d49616-5b2d-4de8-91fc-32d1b46094a2-image.png
      88fa95a2-7f81-4eb3-b93d-84684fe6352e-image.png

      To give this a try you will need: a text editor like Notepad or VSCode, FAF Map Editor, and of course Forged Alliance.

      The FAF Map Editor can export procedural skybox settings in JSON format. Open the map editor and select the Lighting category. At the bottom of the sidebar are the export and import buttons. You will use these buttons a lot while experimenting. Export and save the skybox parameters as an .scmskybox file.

      58a17a37-5cc4-4f54-8af2-bdc4cb38c3df-image.png

      I'm not going define all of the parameters because there are several that, either don't do anything substantial, or I haven't tested yet. I'll cover what I use the most.

              "HorizonHeight": -42.5,
              "HorizonColor": {
                  "r": 0.6485937237739563,
                  "g": 0.8204687237739563,
                  "b": 0.8399999737739563,
                  "a": 1.0},
              "ZenithColor": {
                  "r": 0.21999996900558473,
                  "g": 0.4099999666213989,
                  "b": 0.7199999690055847,
                  "a": 1.0},
              "DecalGlowMultiplier": 0.10000000149011612,
              "Albedo": "/textures/environment/Decal_test_Albedo003.dds",
              "Glow": "/textures/environment/Decal_test_Glow003.dds",
              "Planets": [
                  {
                      "Position": {
                          "x": 2190.58056640625,
                          "y": 570.74267578125,
                          "z": -1020.002685546875
                      },
                      "Rotation": -1.5847588777542115,
                      "Scale": {
                          "x": 183.0,
                          "y": 183.0
                      },
                      "Uv": {
                          "x": 0.0,
                          "y": 0.5,
                          "z": 0.5,
                          "w": 0.5
                      }
                  },
      
      • HorizonHeight - sets the position of the horizon with respect to the terrain, default value should be fine for most scenarios. It can be moved closer to zero for a more distinct horizon.

      • HorizonColor - sets the color of the lower portion of the skybox. I often start by setting these values equal to the Fog Color values and start adjusting from there.

      • ZenithColor - sets the color of the upper portion of the skybox

      • DecalGlowMultiplier - sets the glow value of the entities in the list of planets

      • Planets - sets the list of entities to be added to the skybox. Each planet has parameters that define its position, size, and rotation.

      • Position - sets the position of the planet in the skybox using the same coordinate system as the map editor

      • Rotation - sets the rotation of the planet from -2.0 to 2.0. Should be set to match the map lighting style and light direction

      • Scale - sets the size of the planet. In combination with the position values, can be used to create tiny distant stars, large near moons, and everything in between

      After making some changes and saving the file you can import the changes into the FAF Map Editor. The map editor will give you a representation of the position, size, and colors, but will not render planets or clouds.

      I'll update this post with the cloud settings as well as the planet Uv values when I get some more time.

      Attached are the skyboxes for the earlier examples.

      skybox examples.zip

      posted in Mapping
      S
      STlNG
    • RE: Commander Survival Kit (A new SIM Mod)

      Cooper's hawk is a North American bird hunter but the UEF already have a Cooper. Goshawk for the AA gunship?

      posted in Modding & Tools
      S
      STlNG
    • RE: Nukes should explode in the air

      Anyone up to mod this idea?

      posted in Suggestions
      S
      STlNG