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    Posts

    Recent Best Controversial
    • 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
      svenni_badbwoiS
      svenni_badbwoi
    • 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
      svenni_badbwoiS
      svenni_badbwoi
    • 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
      svenni_badbwoiS
      svenni_badbwoi
    • 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
      svenni_badbwoiS
      svenni_badbwoi
    • 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
      svenni_badbwoiS
      svenni_badbwoi
    • 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
      svenni_badbwoiS
      svenni_badbwoi
    • 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
      svenni_badbwoiS
      svenni_badbwoi
    • 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
      svenni_badbwoiS
      svenni_badbwoi
    • 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
      svenni_badbwoiS
      svenni_badbwoi
    • 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
      svenni_badbwoiS
      svenni_badbwoi
    • RE: svenni_badbwoi's maps

      faf props.png

      FA AND FAF PROPS -->tool for map making

      This map was created while I was working on Supreme Props and could be used for mapping purposes (e.g. export props to find matching props for your maps). The FAF integration of Supreme Props improves all given props and resolves many issues.

      The left side of the map contains all FA & FAF props that are currently available (Aug 2019). The props are sorted by theme (see letters E = Evergreen). The circle decals indicate emitter and resource props as well as the formerly broken GeoRock01.

      On the right side the props are sorted by size, type and quantity. The circle decals mark major differences, issues and bugged props that have been fixed. The wall-numbers only apply for mass and energy values of the Supreme Props Mod.

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

      The Bermuda Locket - FAF version .v0001
      bottom-right based rework from original FA map (v60): SCMP_014
      315 - BOTTOM-RIGHT.png

      Issue 31 & 31a
      FAF version ensures symmetrical heightmap, textures/strata, decals, marker, no rush radius and props (180° rotation based on bottom-right of original content).

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

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

      Props
      FAF version ensures symmetrical props (180° rotation based on bottom-right of original content). The 180° rotation of the props results in a slight increase of mass and energy.
      a9375438-f1fe-416e-919f-cae4790f9bdc-image.png

      Issue 31b
      The map now contains improved AI marker --> No air marker displayed
      bermude_ai_compare (no_air).png

      .

      Thanks again to @Sheikah for his MapTransformer and the consumer-friendly customer support 😁

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

      The waves got lost while mapping in Setons Clutch - FAF version.v0003. They got re-added in Setons Clutch - FAF version .v0004.
      gl hf

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

      I just uploaded tag_craftious_maximus_-_faf_version.v0003 to the vault to bypass this problem:

      @Tagada told me that one hydro cant be build on tag_craftious_maximus_-_faf_version.v0001
      alt text

      Since the heightmap and marker placement looks okay, I did some testing with @Sheikah -thanks a lot- and we narrowed it down to a slope calculation error/difference. Because the broken hydro gets fixed when it gets gets rotated/mirrored it to the right side and the working hydro breaks if it gets rotated/mirrored to the left side. heightmap was rotated/mirrored as well!
      alt text

      Because of the way the slope gets calculated the hydros/structures behave differently on the left and right side of the map. The same issue occurs with factories, if the marker are moved step by step to the map center.

      Vert1.y = ScmapEditor.GetHeight(x + 1, y) * ScaleHeight;
      Vert2.y = ScmapEditor.GetHeight(x + 1, y + 1) * ScaleHeight;
      Vert3.y = ScmapEditor.GetHeight(x, y + 1) * ScaleHeight;
      
      float Dot = getSupComSlope(Vert0.y, Vert1.y, Vert2.y, Vert3.y);
      static float getSupComSlope(float a, float b, float c, float d)
          {
              return Mathf.Max(Mathf.Abs(a - b), Mathf.Abs(b - c), Mathf.Abs(c - d), Mathf.Abs(d - a));
          }```
      
      To fix this forever the slope calculation needs to be changed/improved. This reminds me of @Balthazar 's mod that places structures according to slope (and also solves heightmap terraforming issues). Maybe parts of it could be integrated into FAF some day.
      posted in Mapping
      svenni_badbwoiS
      svenni_badbwoi
    • RE: FAF version (GPG, unknown & inactive author map rework)

      Setons Clutch - FAF version.v0003 is in the vault. After further coordination, a 115 ° angle was chosen for the rework. The first FAF version was bottom based.

      Thanks to @Sheikah and his MapTransformer, the rework was easier than ever.

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

      @Brutus5000 Until now I did everything manual. The prop stats can be checked via FAF Editor.

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

      @keyser
      In coordination with the ladder team, the lowest reclaim value was used. I copied the props on the right side and shifted them by 180 ° to the left side.
      props_compare_4_ppssibilities.png

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

      Crossfire Canal - FAF version .v0002
      bottom based rework from original FA map (v60): SCMP_024

      Issue 22
      ARMY spawns set to odd vs even. Needed for Team Match Maker (TMM).
      alt text

      Issue 1 & 19
      FAF version ensures symmetrical marker and props.
      Almost every resource marker & spawn had to be moved to the corresponding 180 ° position (gray circle).

      Marker
      --> ARMY_2
      alt text

      --> ARMY_4 (former ARMY_3)
      alt text

      --> ARMY_6 (former ARMY_5)
      alt text

      Props
      The 180° rotation of the props does not change the mass and energy values.
      alt text

      Issue 20
      The map now contains improved AI marker --> No air and amphibuous marker displayed
      alt text

      posted in Mapping
      svenni_badbwoiS
      svenni_badbwoi