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    svenni_badbwoi

    svenni_badbwoi

    @svenni_badbwoi

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    Best posts made by svenni_badbwoi

    RE: svenni_badbwoi's maps

    adaptive moon_poster3b.jpg

    ADAPTIVE MOON

    To the annoyance of the UEF, today's battle is taking place on Earth's natural satellite, the Moon. The conflict was inevitable after the data from the LRO (Lunar Reconnaissance Orbiter) was intercepted and leaked to the other factions.

    Player: 2-12 (1v1-6v6)
    Size: 20x20 km
    Prop reclaim value: 44.219 mass; 4 energy
    Latest version: 2

    .
    Info

    • Rotated northern hemisphere of the near side of the Moon. The color and heightmap was obtained from LRO (Lunar Reconnaissance Orbiter) --> GLD100, CGI Moon Kit
    • The landing sites of Apollo 15 and 17 are marked with the Seraphim II Prope_prop
    • Contains a custom Moon color, Moon normal map and heightmap decal. --> If you like the custom decal, try Mars - Mangala Fossa, Skadi, Salt and Pepper or DeathStorm's map Lunar Mare Orientale.
    • Contains a light map (shadow) --> thx to @Jip
    • Contains a black waterramp to achieve a better transition between moon and space
    • AI Marker: Yes
    • Skybox included --> source official FA v60 map Haven Reef (X1MP_004)

    .
    Adaptive Features

    • Dynamic Spawn Of Resources (mirror slots, used slots, no mirror = no resources, XvX setup) --> default: mirror slots
    • Crazyrush (forward crazyrush mexes (4 mexes), crazyrush 1 core mex, crazyrush) --> default: disabled
    • Civilian's (disabled, wreckage or operational T1 - T2/T3) --> default: T1 wrecks (Base)
    • Wreckage (disabled, T1 - T4) --> default: T1 wrecks
    • Natural Reclaim Values (0-300%) --> default: 100%
    • Jamming (add a Seraphim jamming crystal to the map center) --> default: disabled

    adaptive moon_compare_v1.jpg adaptive moon_t3_operational_base+t3wreckage2.jpg Operational T1-T3 Civilian Base + T1-T3 Wreckage

    .
    Mapping Tools

    • Inkscape: cut relevant area (color and heightmap), mask creation
    • WM: heightmap, strata, color, light and normal map creation
    • GIMP: normal map to decal, combining color and light map, custom preview creation
    • Blender: Combine Normal Maps
    • GPG editor: props, lighting, decal placement (import via preset)
    • FAF editor: heightmap fixes, marker, units, adaptive, terrain type, skybox --> thx to @ozonex for improving it further and further

    .

    Credit

    • to the creator of the spaced maps (water hack)
    • to @Jip and @Balthazar for their help on various things, especially decals
    posted in Mapping •
    FAF version (GPG, unknown & inactive author map rework)

    Hello everybody,

    do you sometimes get annoyed about unbalanced heightmap & props, different mex arrangement or unevenly distributed units in GPG or ladder maps?

    The aim of the FAF version is to guarantee fair gaming conditions and to improve the gaming experience of our beloved GPG (Gas Powered Games) maps (stock maps included in the original game) as well as influential unknown/inactive author maps.

    If the map author is no longer active, you are welcome to inform us about the problem here. You could even send us fixes. But be aware that they will be checked/tested by FAF Creative staff and ladder team.

    Map upload of approved content stays in the hands of FAF Creative staff! Please don't upload any " - FAF version" yourself.

    DOCUMENTED ISSUES

    • Please check in advance if the issue is already documented or fixed
    • If the problem is not documented, please let us know

    The following maps have already been reworked and can be found in the vault under the suffix - FAF version. Please download the latest map version .v000X for the best in game experience.

    All maps can also be downloaded as FAF version map bundle.

    GPG

    • Arctic Refuge - FAF version .v0002
    • Crossfire Canal - FAF version .v0002
    • Eye of the Storm - FAF version .v0002
    • Haven Reef - FAF version .v0003
    • Open Palms - FAF version .v0002
    • Seraphim Glaciers - FAF version .v0001
    • Setons Clutch - FAF version .v0004
    • Syrtis Major - FAF version .v0002
    • The Bermuda Locket - FAF version .v0001
    • The Ditch - FAF version .v0002
    • Theta Passage - FAF version .v0001
    • White Fire - FAF version .v0002
      .

    Unknown Author

    • Loki - FAF version .v0004
    • Red Rocks - FAF version .v0001
    • Serenity Desert Small - FAF version .v0002

    .

    Inactive Author

    • Desert Arena - FAF version .v0002
    • Forbidden Pass - FAF version .v0004
    • Tag Craftious Maximus - FAF version .v0004

    .

    FAF Creative workflow: How to create a FAF version?!

    • Capitalize the first letters of the original map name: map name --> Map Name
    • Add the suffix - FAF version to the get the final map name: Map Name - FAF version
    • If possible, FA maps (v60) should always be used as the basis for the FAF version. The FA maps (v60) are further developed (e.g. Skybox, different units, ...) compared to the SupCom (v56) ones.
      .
      Theta Passage - v56 VS v60:
      v56: \Gas Powered Games\Supreme Commander\maps
      v60: \THQ\Gas Powered Games\Supreme Commander - Forged Alliance\maps
      alt text
    • search the vault for map versions that may already contain fixed issues.
    • Always add ['ExtraArmies'] = STRING( 'ARMY_9 NEUTRAL_CIVILIAN' ), to the scenario.lua. ARMY_9 (GPG maps) / ARMY_17 (other maps) and NEUTRAL_CIVILIAN (all maps). Both armys also need an INITIAL and WRECKAGE subfolder for some mods to work properly.
    • Add a reasonable norushradius if the value is 0
    • Adjust Cutoff Distance for the given decals
    • Add a similar description with a link to this forum channel: - FAF version of the unknown author map 'Loki': Ensures symmetrical marker and props. Contains new AI marker. - Modified by FAF Creative: https://forum.faforever.com/topic/398/faf-version-gpg-unknown-inactive-author-map-rework
    • Present/discuss changes with ladder team in FAF Creative Discord (#preflight), before map release
    • Post/ explain map changes in one post & in a similar style/fashion

    .
    Credit

    • Thanks to @Sheikah for his MapTransformer. It a big help and saves a lot of time.

    .

    Link to the old forum

    posted in Mapping •
    RE: FAF version (GPG, unknown & inactive author map rework)

    Tag Craftious Maximus - FAF version .v0004
    78° angle based rework of TAG_Rock's (inactive author)map (v56): Tag_Craftious Maximus
    78 angle.png

    Issue 13 & 13a
    FAF version ensures symmetrical heightmap, textures/strata, decals, marker and props (180° rotation based on 78° angle of original content). Every resource & spawn marker had to be moved to the corresponding 180 ° position.
    heightmap_marker compare.svg.jpg

    Textures/Strata
    The unsightly mountain and grass textures in the water have been extensively revised.
    strata_compare.png

    Props
    FAF version ensures symmetrical props (180° rotation based on 78° angle of original content). The 180° rotation of the props results in a slight increase of mass and energy.
    tcm_props.png

    Issue 13b
    The map now contains AI marker --> No air marker displayed
    new_ai_marker.png

    Issue 13c
    Due to the different heightmap depending slope calculation for structure placement the hydro on the bottom-left could not be build in v0001. The hydro at bottom-left and top-right (+ mass marker around it) have been move 3 in game units to the map center, to ensure that all hydros can be build. The same issue leads to factorys that cannot be build on the left side, if 1-2 in game units are used. See here for more information.

    Issue 13d
    Tweaked water settings and added waves.
    Color Lerp Max: 0.101 -> 0.036
    Refelction Sun: 1.100 -> 2.480

    posted in Mapping •
    RE: FAF version (GPG, unknown & inactive author map rework)

    Arctic Refuge - FAF version .v0002
    146° angle based rework of the original FA map (v60): SCMP_022
    146_angle.png

    Issue 33
    FAF version ensures symmetrical heightmap, textures, decals, marker, props and units/structures (180° rotation based on 146° angle of original content). This results in a total increase of 222 mass and 1600 energy (see below).

    Marker
    Resource & spawn marker were moved to the corresponding 180 ° position.
    marker.png

    Props
    The 180° rotation of the props results in a slight increase of mass and energy.
    04601a01-5e86-4f96-b962-6ec6ce58f2a8-image.png

    Units & Structures
    The units as well as the T1 PD remain hostile / in ARMY_9. The arrangement of the units and structures has been adjusted based on the 146 ° rotation of the original content. 6 structures were exchanged (they were also used before) in order to get as close as possible to the original values. In addition, the units were distributed symmetrically in terms of rotation. A truck was replaced by a T1 mobile AA. These adjustments lead to a slight increase of mass.
    dced7a4c-2bf9-407e-b3f7-fc968374b269-image.png
    units_structures_compare.jpg units_structure_in_game.png

    Decals
    The Cutoff Distance was increased from 600 to 1500.

    Issue 33a
    The map now contains improved AI marker --> No air marker displayed
    ai_marker_compare.png

    posted in Mapping •
    RE: FAF version (GPG, unknown & inactive author map rework)

    White Fire - FAF version .v0002
    top and bottom based rework from original FA map (v60): SCMP_033
    includes changes from White Fire v4 (v56)

    Issue 26
    FAF version ensures symmetrical props and wreckage (bottom based rework).

    Props
    The 180° rotation of the props results in an decrease of mass and energy.
    white_fire_props_bottom_based.png

    Wreckage
    The shipwrecks were removed like in White Fire v4 and the T3 naval factory wrecks have been placed symmetrical.
    structures_compare.png

    Issue 26a
    The FAF version ensures symmetrical marker (top based rework). Every resource & spawn marker had to be moved to the corresponding 180 ° position (gray circle).
    Marker_rework_top_based.png

    Issue 26b
    The map now contains improved AI marker --> No air marker displayed
    ai_compare.png

    Note
    The GPG version (SCMP_033) and White Fire v4 have different lighting. The values of the GPG version were used for the FAF version.
    ligthing differences.png

    posted in Mapping •
    RE: FAF version (GPG, unknown & inactive author map rework)

    Forbidden Pass - FAF version .v0004
    150° angle based rework from Krapougnak´s (inactive author) map (v56): Forbidden Pass v4

    150_white_used.png

    Issue 4a, 4b & 4d
    FAF version ensures symmetrical heightmap, strata, decals & marker (180° rotation based on 150° angle of original content). Every resource & spawn marker had to be moved to the corresponding 180 ° position.

    --> Original heightmap 180° rotation Video-Demo

    heightmap, strata, decals, marker compare.jpg

    Amphibious Passage
    To avoid confusion, decals were added to the amphibious mountain passage. All amphibious units can use the passage, except experimentals.
    amphibious passage through mountain.png

    Issue 4
    FAF version ensures symmetrical props (180° rotation based on 150° angle of original content). The 180° rotation of the props results in a slight increase of mass and energy.
    props_value_diff.png

    Issue 4c
    The map now contains improved AI marker and ensures the use of all mexes through the AI (to close to the edge bug resolved) --> No air marker displayed
    AI_marker_compare.png

    posted in Mapping •
    RE: FAF version (GPG, unknown & inactive author map rework)

    Loki - FAF version .v0004
    left and right based rework from unknown author map (v56): Loki.v0003

    Issue 25
    FAF version ensures symmetrical props (right based rework). The 180° rotation of the props results in an decrease of mass and energy.
    props_compare.png

    Issue 25a
    The FAF version ensures symmetrical marker (left based rework). Every resource & spawn marker had to be moved to the corresponding 180 ° position (gray circle).
    left based marker rework.png

    Issue 25b
    The map now contains improved AI marker --> No air marker displayed
    AI_marker_compare.png

    Issue - Water Reflections
    Because of the Water Shader Improvements the following water properties were lowered in .v0004
    Sun reflection 3.5 > 1.25
    Sky reflection: 1.5 > 0.5
    Loki - FAFversion 0004.png

    Note:
    The units and structures are scripted (invincible walls, lowered mass for all placed units). These remain unchanged despite slight differences, since the low mass value is not an advantage.

    posted in Mapping •
    RE: FAF version (GPG, unknown & inactive author map rework)

    Seraphim Glaciers - FAF version .v0001
    77° angle and top based rework from original FA map (v60): SCMP_008

    Issue 38
    FAF version ensures symmetrical heightmap (except middle island). 180° rotation based on 77° angle of original content.

    Issue 38a
    FAF version ensures symmetrical marker (except middle island), no rush radius and props. Top based 180° rotation based on top half of original content.

    Marker
    ARMY spawns have been adjusted for Team Match Maker (TMM).
    army_compare.png

    Almost every resource marker & spawn had to be moved to the corresponding 180 ° position (gray circle).
    alt text

    Props
    The 180° rotation of the props does not change the mass and energy values.
    760d2e12-696e-44d9-93fb-48f26e695996-image.png

    Issue 38b
    The map now contains improved AI marker --> No air marker displayed
    ai_compare(no_air)2.jpg

    posted in Mapping •
    RE: svenni_badbwoi's maps

    @Rowey @Resistance thanks for the info. That wasn't on purpose 🙃
    The problem was caused by wrong unit restrictions and is now fixed.
    old: local NAVALbuildRestriction = categories.NAVAL + categories.ANTINAVY
    new: local NAVALbuildRestriction = categories.NAVAL + (categories.ANTINAVY * categories.STRUCTURE)

    Thanks to @jip 's hint, version 2 also contains a black waterramp to achieve a better transition between the moon and space.
    waterramp_black.png
    waterramp_black2.png

    posted in Mapping •
    RE: FAF version (GPG, unknown & inactive author map rework)

    Red Rocks - FAF version .v0001
    bottom based rework from unknown author map (v56): Red Rocks

    Issue 23
    FAF version ensures symmetrical props. The 180° rotation of the props results in a slight increase of mass and energy.
    alt text
    alt text
    alt text

    Issue 24a
    The FAF version ensures symmetrical marker.
    Almost every resource & spawn marker had to be moved to the corresponding 180 ° position (gray circle).

    --> ARMY_1
    alt text

    Issue 24b
    The map now contains improved AI marker and ensures the use of all mexes through the AI (to close to the edge bug resolved) --> No air marker displayed
    alt text

    posted in Mapping •

    Latest posts made by svenni_badbwoi

    RE: FAF version (GPG, unknown & inactive author map rework)

    Open Palms - FAF version .v0002
    right based rework of the original FA map (v60): SCMP_007
    open_plams_right.png

    Issue 40a & 40b
    FAF version ensures symmetrical heightmap, textures, decals, marker and props (180° rotation based on the right side of original content). This results in a total decrease of 92 mass & 748 energy (see below).

    open_plams_compare.png

    Middle Plateau
    The right based rework slightly changes the layout of the middle plateau, due to irregularities of the original. Compared to the original, the plateau is now approximately 2 land factory's wider. A rework based on the right side was chosen over other options.
    compare_rotation_options.png

    Marker
    Resource & spawn marker were moved to the corresponding 180 ° position.
    old_marker.png

    Props
    The 180° rotation of the props results in a decrease of mass and energy.
    open_palms_props.png
    The small Log props that interrupt adjacency at the spawn of ARMY_3 have been deleted.
    8d471172-e118-4f9a-82ef-c00e9db332ed-image.png

    Decals
    The Cutoff Distance was increased from 600 to 1500.

    Issue 40
    The map now contains improved AI marker --> No air marker displayed
    open_palms_marker_compare.png

    posted in Mapping •
    RE: FAF version (GPG, unknown & inactive author map rework)

    Serenity Desert Small - FAF version .v0002
    Morax rework of the unknown author map (v56): serenity desert small
    orgVSfaf.png

    Issue 35 & 35a
    Marker
    Resource & spawn marker were moved to the corresponding mirror position. The norushradius was increased from 10 to 40.
    ARMY spawns were set to the correct odd vs even setting for Ladder and Team Match Maker (TMM) usage.
    Spawn_points.png

    Props
    The top-left mirror of the props results in slight decrease of mass and an increase of energy.
    cc129a3c-a4a6-45db-86a1-c60385230a4b-image.png

    Issue 35b
    The map now contains AI marker --> No air marker displayed
    serenity desert small - marker compare.png

    Credit
    And thanks to Morax aka @George_W_Crush for his contribution.

    posted in Mapping •
    RE: FAF version (GPG, unknown & inactive author map rework)

    The Ditch - FAF version .v0002
    45° angle / top-right based rework of the original FA map (v60): SCMP_040
    top_right.png

    Issue 34
    FAF version ensures symmetrical heightmap, textures, decals, marker and props (180° rotation based on top-right side of original content). This results in a total increase of 2450 mass (see below).

    Marker
    Resource & spawn marker were moved to the corresponding 180 ° position.
    marker.png

    Props
    The 180° rotation of the props results in an increase of mass.
    the_ditch_props.png

    Decals
    The Cutoff Distance was increased from 600 to 3000.

    Issue 34a
    The map now contains improved AI marker --> No air marker displayed
    the_ditch_ai_compare.png

    posted in Mapping •
    RE: FAF version (GPG, unknown & inactive author map rework)

    Desert Arena - FAF version .v0002
    Top-left square based rework from @ozonex ' s (inactive author) map (v56): Desert Arena .v0001
    top-left.png

    Issue 5, 5a & 5c
    FAF version ensures symmetrical heightmap, strata, props and marker (based on the top-left original content). This results in a total decrease of 1275 mass (see below). The norushradius and AI marker were improved.

    Props
    The top-left rotation of the props results in a decrease of mass.
    props.png

    Marker
    Resource & spawn marker were moved to the corresponding position. org_vs_new_strata.png

    ARMY spawns have been adjusted for Team Match Maker (TMM). army_spawns.png

    Now all slots have 4x double adjacency. 7cf72026-494c-4100-8c8c-3440d4ed6902-image.png

    No Rush Radius
    The norushradius was set from 0 to 40.

    Issue 5b
    The map now contains AI marker --> No air marker displayed
    ai_marker.png

    posted in Mapping •
    RE: FAF version (GPG, unknown & inactive author map rework)

    @George_W_Crush said in FAF version (GPG, unknown & inactive author map rework):

    Not going to lie: this is absolutely phenomenal issue and remedy logging. We are very privileged to have you here, svenni.

    hehe, thx 😊

    posted in Mapping •
    RE: FAF version (GPG, unknown & inactive author map rework)

    Arctic Refuge - FAF version .v0002
    146° angle based rework of the original FA map (v60): SCMP_022
    146_angle.png

    Issue 33
    FAF version ensures symmetrical heightmap, textures, decals, marker, props and units/structures (180° rotation based on 146° angle of original content). This results in a total increase of 222 mass and 1600 energy (see below).

    Marker
    Resource & spawn marker were moved to the corresponding 180 ° position.
    marker.png

    Props
    The 180° rotation of the props results in a slight increase of mass and energy.
    04601a01-5e86-4f96-b962-6ec6ce58f2a8-image.png

    Units & Structures
    The units as well as the T1 PD remain hostile / in ARMY_9. The arrangement of the units and structures has been adjusted based on the 146 ° rotation of the original content. 6 structures were exchanged (they were also used before) in order to get as close as possible to the original values. In addition, the units were distributed symmetrically in terms of rotation. A truck was replaced by a T1 mobile AA. These adjustments lead to a slight increase of mass.
    dced7a4c-2bf9-407e-b3f7-fc968374b269-image.png
    units_structures_compare.jpg units_structure_in_game.png

    Decals
    The Cutoff Distance was increased from 600 to 1500.

    Issue 33a
    The map now contains improved AI marker --> No air marker displayed
    ai_marker_compare.png

    posted in Mapping •
    RE: FAF version (GPG, unknown & inactive author map rework)

    @Jip said in FAF version (GPG, unknown & inactive author map rework):

    I think Svenni opened up the Supreme Commander version, and not the Forged Alliance version 😄

    yep 🙂 here is the middle of the v60 aka FA version.
    3c39cefc-4b1e-4396-97d7-efa0101435ef-image.png

    @Sir-Prize I will mirror/rotate the whole map content and will rework the middle. it should be complete balanced afterwards. What rotation angle do you prefer? (see setons and other faf versions)

    posted in Mapping •
    RE: FAF version (GPG, unknown & inactive author map rework)

    @Tagada said in FAF version (GPG, unknown & inactive author map rework):

    To fix the trucks issue you might want to make them belong to Neutral civs instead of hostile ones.

    Nice one. In the meantime I came the the same conclusion 🙂

    Here are the units in question. The marked units are currently in ARMY_9.
    07c6d130-7da4-44a1-b68a-75af325c759a-image.png

    I think the middle needs to be completely revised. I will do my best to use the existing structures and place them symmetrically in terms of rotation (e.g. Setons and Syrtis Major - FAF version). The trucks will also be distributed properly!

    Should the marked units become Neutral_Civilian or stay in ARMY_9?

    posted in Mapping •
    RE: FAF version (GPG, unknown & inactive author map rework)

    Hey guys, first of all thank you for posting the info here in the channel 😉

    I added Arctic Refuge to the to-do list.
    But what exactly should be done? Should the northern or southern spawn or map area be used as a base for the rework? @Sir-Prize

    Another thing is that the hostile civilian trucks are prioritized by default over the hostile pd, not sure if that's desirable.

    @archsimkat @Auricocorico Thats unit related, I can't do anything about it mapping wise.

    posted in Mapping •
    RE: svenni_badbwoi's maps

    @Rowey @Resistance thanks for the info. That wasn't on purpose 🙃
    The problem was caused by wrong unit restrictions and is now fixed.
    old: local NAVALbuildRestriction = categories.NAVAL + categories.ANTINAVY
    new: local NAVALbuildRestriction = categories.NAVAL + (categories.ANTINAVY * categories.STRUCTURE)

    Thanks to @jip 's hint, version 2 also contains a black waterramp to achieve a better transition between the moon and space.
    waterramp_black.png
    waterramp_black2.png

    posted in Mapping •