(maps) StealthRG WIP

I

IzRaPiDz

Guest
Now this is what i'm talking about. This is a map that should be seen on the servers. Good work mate!
 

Defender

Member
I'm looking forword to this nice looking green map, Because I want to add trees and more to my maps.

http://www.garagegames.com/products/temperateenvpack
I purchased the temperate environment pack off the GG website to add trees to my maps, but they crash the game...:mad:

This is what my green maps could look like near the foot hills.

04_temperateenvpack.png


01_temperateenvpack.png
 

Delpicy

Member
Just wanted to know how this map is coming along, no rush, just making sure you didn't fall off the edge of the earth, well at least not before finishing your beautiful looking maps :p
 

anak

VIP
I would personally get rid of the foliage - torque literally makes it look like they cut a picture of grass out from a piece of printer paper and taped it upright on the ground. You should focus your effort on those badass trees and the terrain/skybox :)
 

Mahidhar

Member
No, foliage is good, it is the least of things that could be kept to stray ones eyes from the ugliness of the ground. Keep it, and good work on the map.
 

Defender

Member
Its sort of ugly when its overused.
Reducing the maxElements thins it out a lot.
The engine has a lot of settings for the ground cover.
I can't even get the groundcover to work most of the time.:mad:
In my limited opinion, using plant shapes, and placing a few by hand, Is the best way to do nicer groundcover, If you can spend the time. Smaller maps make this more practical for one person.;)

Code:
new GroundCover() {
        canSaveDynamicFields = "1";
        Enabled = "1";
        Position = "-594.895 -377.712 258.353";
        rotation = "0 0 1 45";
        scale = "1 1 1";
        doDistanceFade = "0";
        startFadeDistance = "10";
        endFadeDistance = "500";
        teamIndex = "-1";
        windDirection = "1 0";
        windGustLength = "30";
        windGustFrequency = "20";
        windGustStrength = "0.4";
        windTurbulenceFrequency = "0.1";
        windTurbulenceStrength = "1";
        radius = "260";
        dissolveRadius = "50";
        reflectScale = "0.25";
        gridSize = "24";
        zOffset = "-0.05";
        seed = "1";
        maxElements = "200000";
        billboardTexture = "legions/data/shapes/groundcover/GC_GrassAndFlowers01.png";
        maxBillboardTiltAngle = "45";
        shapeCullRadius = "75";
        lockFrustum = "0";
        renderCells = "0";
        noBillboards = "0";
        noShapes = "0";
        billboardUVs0 = "0 0 0.25 1";
        layer0 = "0";
        invertLayer0 = "0";
        probability0 = "1";
        sizeMin0 = "1";
        sizeMax0 = "1.35";
        sizeExponent0 = "0.2";
        windScale0 = "1";
        maxSlope0 = "70";
        minElevation0 = "-99999";
        maxElevation0 = "99999";
        minClumpCount0 = "40";
        maxClumpCount0 = "65";
        clumpExponent0 = "5";
        clumpRadius0 = "15";
        billboardUVs1 = "0.25 0 0.25 1";
        layer1 = "0";
        invertLayer1 = "0";
        probability1 = "30";
        sizeMin1 = "1";
        sizeMax1 = "1.45";
        sizeExponent1 = "0.2";
        windScale1 = "1";
        maxSlope1 = "55";
        minElevation1 = "-99999";
        maxElevation1 = "99999";
        minClumpCount1 = "40";
        maxClumpCount1 = "70";
        clumpExponent1 = "5";
        clumpRadius1 = "15";
        billboardUVs2 = "0.5 0 0.25 1";
        layer2 = "0";
        invertLayer2 = "0";
        probability2 = "10";
        sizeMin2 = "0.5";
        sizeMax2 = "1.15";
        sizeExponent2 = "0.3";
        windScale2 = "0.8";
        maxSlope2 = "55";
        minElevation2 = "-99999";
        maxElevation2 = "99999";
        minClumpCount2 = "8";
        maxClumpCount2 = "80";
        clumpExponent2 = "5";
        clumpRadius2 = "5";
        billboardUVs3 = "0.75 0 0.25 1";
        layer3 = "0";
        invertLayer3 = "0";
        probability3 = "10";
        sizeMin3 = "1";
        sizeMax3 = "1.4";
        sizeExponent3 = "0.2";
        windScale3 = "1";
        maxSlope3 = "55";
        minElevation3 = "-99999";
        maxElevation3 = "99999";
        minClumpCount3 = "40";
        maxClumpCount3 = "65";
        clumpExponent3 = "5";
        clumpRadius3 = "15";
        billboardUVs4 = "0 0 1 1";
        layer4 = "0";
        invertLayer4 = "0";
        probability4 = "0";
        sizeMin4 = "1";
        sizeMax4 = "1";
        sizeExponent4 = "0";
        windScale4 = "0";
        maxSlope4 = "0";
        minElevation4 = "-99999";
        maxElevation4 = "99999";
        minClumpCount4 = "1";
        maxClumpCount4 = "1";
        clumpExponent4 = "0";
        clumpRadius4 = "1";
        billboardUVs5 = "0 0 1 1";
        layer5 = "0";
        invertLayer5 = "0";
        probability5 = "0";
        sizeMin5 = "0";
        sizeMax5 = "0";
        sizeExponent5 = "0";
        windScale5 = "0";
        maxSlope5 = "0";
        minElevation5 = "-99999";
        maxElevation5 = "99999";
        minClumpCount5 = "0";
        maxClumpCount5 = "0";
        clumpExponent5 = "0";
        clumpRadius5 = "0";
            billboardRect0 = "0 0 0.25 1";
            billboardRect1 = "0.25 0 0.25 1";
            billboardRect2 = "0.5 0 0.25 1";
            billboardRect3 = "0.75 0 0.25 1";
            billboardRect4 = "0 0 0 0";
            billboardRect5 = "0 0 0 0";
      };
 

Defender

Member
the problem is it's ridiculously sparse. it looks like it's going bald.
You can disable groundcover in your video prefs, Your not forced to see it.
I want to experiment with the groundcover options when the devs get them working better.
They have a second groundcover option for shapes in the map editor, but its not working.
The one your taking about uses PNG images. I have a few more .png grass, weed, plant, types that may look better, in some maps.
 
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