User:Cheesecan: Difference between revisions

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I made the following maps. Feel free to use them in any way you wish.
Documented for posterity's sake.


Sector9
= Map making =
3_bridges
== Early maps circa 2006  ==
Surrounded grounds
Archipelago
Wadi
Wadichelago
Dying grounds
Robots from Outerspace (War Evolution map)
Lost
CliffHanger


--[[User:Cheesecan|Cheesecan]] 15:24, 1 Jul 2006 (W. Europe Daylight Time)
http://oi40.tinypic.com/2q1rssn.jpg
 
Sector9-v01
 
http://oi43.tinypic.com/2k21rm.jpg
 
Surrounded_Grounds-v2
 
http://oi44.tinypic.com/21psgz.jpg
 
3_Bridges
 
http://oi41.tinypic.com/ycev9.jpg
 
Archipelago-v1
 
 
http://oi40.tinypic.com/33l14zd.jpg
 
Wadichelago-v1
 
http://oi43.tinypic.com/339ng9l.jpg
 
Lost-v2
 
== 2010 maps ==
http://oi44.tinypic.com/ezuc7.jpg
 
CliffHanger-v1
 
== 2012 and beyond SSMF maps ==
 
http://oi44.tinypic.com/35bs4na.jpg
 
IcySea-v2
 
http://oi42.tinypic.com/33p380n.jpg
 
Hohenheim-v3
 
http://oi42.tinypic.com/6pq934.jpg
 
Harbinger-v1
 
== Missing maps ==
* Wadi-v2
* Robots form Outerspace (a War Evolution map)
* Dying Grounds
 
= Lobby development =
== CheeseLobby ==
https://github.com/jahwag/cheeselobby
 
An abandoned Java lobby. Development began in early 2011 and ended in mid 2012. Unique features at the time included 3D map preview and cross-platform support.
 
== OpenLobby ==
https://github.com/jahwag/OpenLobby
 
An unfinished Java lobby. Development began in early 2012. Planned support for user script plug-ins and co-bundling with games. Online update/patching using OSGi. Cross-platform support. No GUI was made.
 
= Lua coding =
== Lua metal spot textures ==
http://oi44.tinypic.com/wrcc4x.jpg
 
Draws metal spot textures with Lua. Used in my SSMF maps.
 
== Lua metal maps ==
http://oi41.tinypic.com/91jhuu.jpg
 
Allows placement of metal spots using Lua script.
 
 
--[[User:Cheesecan|Cheesecan]]
 
= Map making tutorial =
A work in progress.
 
== Getting started ==
Having good hardware will make map making much less tedious. Here are my recommendations:
 
* A good optical mouse (for drawing detailed heightmaps)
* A solid state drive (for compiling maps quickly)
* A quad core HT-enabled CPU (for rendering maps quickly in Carrara)
* At least 8 GB of RAM to edit megatextures in Photoshop
* A good GPU to enable GPU-acceleration in Photoshop
 
Software you will need to follow this tutorial:
* Carrara 8
* Photoshop CS6 or later
* GIMP
* Beherith's MapConv 2.4
* Nvidia Texture Tools for Photoshop https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop
* Seamless texture plug-in for GIMP http://registry.gimp.org/node/28112
* Notepad++ for editing LUA files with syntax highlighting
 
== Overview ==
Modern maps consist of over half a dozen of different images, as follows:
 
* [http://springrts.com/wiki/Mapcomponents:_heightmap Height map]
* [http://springrts.com/wiki/Mapcomponents:_texture Texture map]
* [http://springrts.com/wiki/Mapdev:feature Feature map]
* [http://springrts.com/wiki/Mapdev:metal Metal map]
* [http://springrts.com/wiki/Mapdev:normal Normal map]
* [http://springrts.com/wiki/Mapdev:specular Specular map]
* [http://springrts.com/wiki/Mapdev:splatdetail Splat map]
 
Additionally, the splat (distribution) map requires three, or optionally four, detail maps. All of them will be explained step-by-step.
 
== The heightmap ==
The heightmap is the single most important part of your map. It will make or break your map, so get it right. I cannot stress this enough. If you fuck it up, you have to fix it.
 
Map making should be an iterative process, if you want the result to be of a high quality. You do, don't you?
 
The dimensions of the heightmap spring wants is calculated as follows:
([x] * 64 ) +1
Where x is either your map width or height component. In other words, the heightmap for a 16x12 map would be 1025x769 pixels.
 
However, the heightmap should be drawn in 4096x4096 resolution and then scaled down to the spring resolution. This gives the terrain renderer more detail to work with later on, compared to if you had a 1024x1024 image as input.
 
For drawing the heightmap, you can use a fully fledged map editor like SpringMapEdit, or a graphics program. I prefer the control a graphics program gives compared to the awkward controls of SME, so I won't go into anymore detail on SME than simply mentioning it. In this tutorial, I will assume you have both Photoshop CS6 or later and GIMP.

Latest revision as of 10:47, 21 June 2013

Documented for posterity's sake.

Map making

Early maps circa 2006

2q1rssn.jpg

Sector9-v01

2k21rm.jpg

Surrounded_Grounds-v2

21psgz.jpg

3_Bridges

ycev9.jpg

Archipelago-v1


33l14zd.jpg

Wadichelago-v1

339ng9l.jpg

Lost-v2

2010 maps

ezuc7.jpg

CliffHanger-v1

2012 and beyond SSMF maps

35bs4na.jpg

IcySea-v2

33p380n.jpg

Hohenheim-v3

6pq934.jpg

Harbinger-v1

Missing maps

  • Wadi-v2
  • Robots form Outerspace (a War Evolution map)
  • Dying Grounds

Lobby development

CheeseLobby

https://github.com/jahwag/cheeselobby

An abandoned Java lobby. Development began in early 2011 and ended in mid 2012. Unique features at the time included 3D map preview and cross-platform support.

OpenLobby

https://github.com/jahwag/OpenLobby

An unfinished Java lobby. Development began in early 2012. Planned support for user script plug-ins and co-bundling with games. Online update/patching using OSGi. Cross-platform support. No GUI was made.

Lua coding

Lua metal spot textures

wrcc4x.jpg

Draws metal spot textures with Lua. Used in my SSMF maps.

Lua metal maps

91jhuu.jpg

Allows placement of metal spots using Lua script.


--Cheesecan

Map making tutorial

A work in progress.

Getting started

Having good hardware will make map making much less tedious. Here are my recommendations:

  • A good optical mouse (for drawing detailed heightmaps)
  • A solid state drive (for compiling maps quickly)
  • A quad core HT-enabled CPU (for rendering maps quickly in Carrara)
  • At least 8 GB of RAM to edit megatextures in Photoshop
  • A good GPU to enable GPU-acceleration in Photoshop

Software you will need to follow this tutorial:

Overview

Modern maps consist of over half a dozen of different images, as follows:

Additionally, the splat (distribution) map requires three, or optionally four, detail maps. All of them will be explained step-by-step.

The heightmap

The heightmap is the single most important part of your map. It will make or break your map, so get it right. I cannot stress this enough. If you fuck it up, you have to fix it.

Map making should be an iterative process, if you want the result to be of a high quality. You do, don't you?

The dimensions of the heightmap spring wants is calculated as follows: ([x] * 64 ) +1 Where x is either your map width or height component. In other words, the heightmap for a 16x12 map would be 1025x769 pixels.

However, the heightmap should be drawn in 4096x4096 resolution and then scaled down to the spring resolution. This gives the terrain renderer more detail to work with later on, compared to if you had a 1024x1024 image as input.

For drawing the heightmap, you can use a fully fledged map editor like SpringMapEdit, or a graphics program. I prefer the control a graphics program gives compared to the awkward controls of SME, so I won't go into anymore detail on SME than simply mentioning it. In this tutorial, I will assume you have both Photoshop CS6 or later and GIMP.