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Scorched Earth MOD by G-E
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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu May 18, 2017 6:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Heh. Should've known. But why woudn't you want to include your custom palette? If anything, it would benefit everyone more...

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One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu May 18, 2017 10:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

dun dun dun....



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NucleiSplitter
Laser Commando


Also Known As: martx
Joined: 28 Oct 2016
Location: PH

PostPosted: Fri May 19, 2017 11:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, TAK02, it's for his mod, and any previous asset you made might end up BEING CORRUPT LOOKING, and You CAN rip it off his mod for personal uses, but releasing it into the public without G-E's permission is forbidden...

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G-E
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Joined: 09 Feb 2015

PostPosted: Sat May 20, 2017 1:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Some people don't grasp that I may not be interested in helping everyone and giving everything away. I enjoy making the mod and using all the various methods/skills required to do so.

I gave away a bunch of stuff freely in Media Hut, but I am under no obligation to do so.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Nov 04, 2017 11:54 pm    Post subject: Reply with quote  Mark this post and the followings unread





Notice the AI combines land, sea, air, targets defenses or critical structures, and in some cases flanks the base too.

Who needs "survivor mode" when every game is like that anyway?

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Nov 08, 2017 9:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

I hear you like maps...



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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Nov 09, 2017 4:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is this map based in Paris/France by any chance? It sure looks like it...

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m7 wrote:
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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Nov 09, 2017 5:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

I poke around Goog-maps now and then, for some reason I was looking at all my favourite cities from Sid Meier's Pirates! and this isn't far from Cartagena...



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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Nov 09, 2017 6:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Doesn't really tell me where that is...

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One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Nov 09, 2017 7:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
Doesn't really tell me where that is...

"Turbaco" is so hard to read?



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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Nov 09, 2017 8:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
TAK02 wrote:
Doesn't really tell me where that is...

"Turbaco" is so hard to read?

Country/Continent is what I asked for.

Like this: Cartagena, Columbia, northern South America

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One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Mar 28, 2018 10:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

I guess I should make an "I'm not dead" post too...

Made a new quickie map from an old old map I had made a decade ago.

Made a new truck mounted gun unit, probably for use as a crate goodie or capturable map object. I do plan to make more military junk for this purpose, just like the Vodnik earlier.



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Apr 05, 2018 5:57 am    Post subject: Reply with quote  Mark this post and the followings unread

I am having trouble making this script work perfectly, I have a simple bus route through one of my small urban maps, it makes 5 stops before disappearing back off the map...

My goal was to have it send a bus like very 10min but it kept sending more each time, it seems the "standard" vs "repeating" doesn't seem to do what I think it does. In the case of checking autocreate, the team goes nuts and spams, whereas with only recruiter checked it seems to be ok.

I have it now sending one at a time usually, but will sometimes send another too close to the last one (like 30sec apart) instead of waiting for the whole elapsed time window, although it could be triggering twice.

If anyone sees anything I'm doing wrong lemme know:



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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Apr 05, 2018 9:43 am    Post subject: Reply with quote  Mark this post and the followings unread

What about the events?
Usually, when a trigger malfunctions, it's not because it fails to do what it should, but because it doesn't fire at the proper moments.

The error might also be in your script.

Trigger options, Actions and Teams are set properly, even the trigger type repeat.

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m7 wrote:
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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Thu Apr 05, 2018 11:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Check if FA2 duplicated the whole trigger or at least the action in the map file when writing it, perhaps that's the problem?

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Apr 05, 2018 12:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

No I checked that, originally I was going to have 2 bus routes, and the event was elapsed time, non-repeating, so in theory it would have just been 2 spawns at different points of the match and then stop... however they kept going nuts, but even with 1, it was still spamming on repeat.

I can leave it as it is, it isn't horrible, just wonky, I lowered the time window to test it, but I think at 500 it should be ok.

I was really just trying to get a sense of whether semi-realistic traffic is plausible to make, reusing the same scripts and waypoints to shuttle civilian vehicles through the map, I'd like to make one crazy map like that Smile

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Apr 08, 2018 3:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

New snapshot release is up on ModDB !

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun Apr 08, 2018 7:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Remove the Tag= in the teamtype, the reason for lot many buses. Use Delete team members at the end of the script (37,0). Reinforcement action 80 creates units on the spot, it is not related to recruitment fields of Autocreate or Recruiter, those can be set to any valid value. If the game is busy at the map start, event 1,8,0,0 could give problems, better to use 13 or 47 with some delay.

If a readme is put with the mod having instructions, users will know that if it crashes after installation they have to rename ecache06, 07 to expand06, 07. Rarely they will go back to moddb to find installation instructions.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Apr 08, 2018 9:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Currently it sends 1 bus, the timing is just a bit erratic... it isn't using delete team members, just moving to a waypoint also off the visible map, and it disappears just around the drivable cutoff at the top. I'll experiment more on another map now that I have everyone's advice.

E1: Did you try the mod and it crashed or is that just your standard advice on my packing?

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E1 Elite
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Joined: 28 May 2013

PostPosted: Mon Apr 09, 2018 3:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Installed the mod to check this plenty of bus problem, it crashes when the map is loading. RA2 v1.006. Spent few minutes with no clue as the IE EIP was too high, then found out from moddb installation instruction, renaming those ecache to expand works.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Apr 14, 2018 11:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Playing around with an idea I had...



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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Sun Apr 15, 2018 12:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Interesting, how did you get the bridge like that?

or is it a real bridge?

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Apr 15, 2018 1:59 am    Post subject: Reply with quote  Mark this post and the followings unread

MadHQ wrote:
Interesting, how did you get the bridge like that?

or is it a real bridge?

For the placeholder I'm using my 1-tall impassable block all the way along, the extraimage goes down from the cell so I can smash it into hills.

My plan is to make bespoke river entry and water only tiles for this, they'll look like some concrete substructure for the bridge that won't look entirely out of place if destroyed.

The only important part is that only the overlay's home cells need to be lifted for the bridge to work like this, the sides don't... HOWEVER it appears units will move across the land at the lower level, so this might not be practicable without making all the cells 1-high.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue Apr 17, 2018 6:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Making some derelict units for map decoration...



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Apr 21, 2018 3:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Having fun with destruction...



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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sat Apr 21, 2018 4:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice one!

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m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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G-E
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Joined: 09 Feb 2015

PostPosted: Mon Apr 23, 2018 2:15 am    Post subject: Reply with quote  Mark this post and the followings unread

New snapshot is up on ModDB!

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Apr 26, 2018 2:43 am    Post subject: Reply with quote  Mark this post and the followings unread

A recent map that made it into the last snapshot and a new one I just finished yesterday, they are about as opposite as they can be for being peripheral maps around a lake. I find them both interesting in their own ways, and gameplay strategy changes entirely with the distances...



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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Sat Apr 28, 2018 2:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

They are quite imbalanced, but unique. I like the details in them. ^.^

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Apr 28, 2018 10:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

PillBox20 wrote:
They are quite imbalanced, but unique. I like the details in them. ^.^

They are supposed to make you play differently depending where you start, one spot might get more defensive landscape, another gets more ore, it feels fair to me because I'm not looking at balance as symmetry or equality.

What makes you say they aren't exactly?

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cxtian39
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Joined: 11 Feb 2016

PostPosted: Sun Apr 29, 2018 1:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Randomness doesn't mean unfairness as long as the probability is fair
People always feel the world isn't fair to them simply because they are not lucky

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Mon Apr 30, 2018 3:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

I like unmirored maps, too. The thing is that on those two maps one player has
a huge resource advantage while the others must work with less. I don't see
much of a defensive advantage there.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue May 01, 2018 1:59 am    Post subject: Reply with quote  Mark this post and the followings unread

PillBox20 wrote:
I like unmirored maps, too. The thing is that on those two maps one player has
a huge resource advantage while the others must work with less. I don't see
much of a defensive advantage there.

Let's take the second one for the example, both positions have 2 derricks nearby top/right, bottom has 4 ore patches instead of 5, but bottom has easier base expansion because of tech power and tech machine on the same shore. These other techs are by no means safe from attack across the pond and would be nearly impossible to save from airstrikes, they are at least away from a blitz tank rush, and provide early access to a naval yard. The tech power also allows bottom player to delay building more power plants to level up faster.

There are 7 more ore patches split off to the corners far enough from both players that expansion is necessary. Both players have derricks nearer the top-right corner making those patches pretty much common. The bottom-left is trickier since you can't really use the tech machine to plonk base defenses aggressively and threaten any form of dominance over the area. In a tank and ranged battle, the top player getting there first could effectively defend any siege no?

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue May 01, 2018 4:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Working on wetlands and islands...



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Bu7loos
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Joined: 27 Jul 2011

PostPosted: Tue May 01, 2018 12:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

ho ho ho Smile nice Very Happy

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G-E
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Joined: 09 Feb 2015

PostPosted: Wed May 02, 2018 6:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Because I always need a new map for new stuff I make...



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G-E
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Joined: 09 Feb 2015

PostPosted: Thu May 03, 2018 9:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Gravel river crossing areas are forthcoming... may have to do some straight shores with sandbar type whisps too, that could be nice.

S'not bad methinks?



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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Thu May 03, 2018 5:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks kind of odd to me TBH. Maybe because its perfecty grey even though its in touch with water. Would expect some greenish/browny algae to from on the rocks. More importantly though I think its way too sharp comapred to the grass.

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G-E
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Joined: 09 Feb 2015

PostPosted: Thu May 03, 2018 5:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

OmegaBolt wrote:
Looks kind of odd to me TBH. Maybe because its perfecty grey even though its in touch with water. Would expect some greenish/browny algae to from on the rocks. More importantly though I think its way too sharp comapred to the grass.

I've made all the urban rocks dark gray for the most part as well, so there's a theme going when it comes to everything but the cliffsets. Also the pebbles are going to be wet, half submerged, or at least many of them are, so they should tint blue somewhat, which would likely appear gray anyway.

I had contemplated adding some green but my tests just make it seem like a chunky grass, for which the blame I think rests on the actual grass, which is too prickly looking by default. I know in your temperate remake you've dulled the grass and made it more like a fluffy mop, it might go better with that, but there again the shore transitions are even more abrupt.

I think it looks pretty good in game?



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G-E
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Joined: 09 Feb 2015

PostPosted: Sat May 05, 2018 2:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just for kicks I decided to fiddle around with isotem.pal rather than do any terrain work on it at the moment, this was purely a change to the yellowish section of the palette, the beginning vivid range and anything past colour 75 (I think) is unchanged....

Use it in your mod if you like, I rather like the result, you get the feeling of sun bleach.



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G-E
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Joined: 09 Feb 2015

PostPosted: Fri May 11, 2018 8:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Showcase of new things...



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BySc
Cyborg Artillery


Joined: 07 Jul 2013
Location: Turkey

PostPosted: Fri May 11, 2018 8:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

I loved forest.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat May 12, 2018 5:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Indeed, I think I need more tall pines to make a proper boreal forest. It's that sense of density that's so lacking with the original WW trees.

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G-E
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Joined: 09 Feb 2015

PostPosted: Sun May 13, 2018 9:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Two more old european dwellings done...



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G-E
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Joined: 09 Feb 2015

PostPosted: Mon May 14, 2018 5:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Finished Woolworth's... working on a cut&paste Empire State Building.

I'm going to skip doing the lower segment split since this just fits into 3x4 foundation, which makes the shadow less wide, and I prefer it over 4x4.



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue May 15, 2018 6:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Hawt #Tongue



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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue May 15, 2018 7:51 am    Post subject: Reply with quote  Mark this post and the followings unread

My complains: There's not even nearly enough Occupants in there. How about 1 per floor #Tongue

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue May 15, 2018 8:35 am    Post subject: Reply with quote  Mark this post and the followings unread

RA2 only has 10 muzzleflash locations, and I've grouped them all in the lower half where the planks are, but the occupants have been raised to 20, that was just during testing.

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G-E
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PostPosted: Wed May 16, 2018 10:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Playing around with that non-LAT z-data blending idea...

My primary goal was to see if I could come up with a 1-way blend, that is when two tilesets meet, A bleeds into B, but not the other way around, no matter which sides touch. This wasn't that hard to do, but it had the side effect of some z-data overwriting the units that walked over it, which funny enough happened to a greater degree on .shp units. Therefore I could have a scenario where voxels would drive right over without issue, but infantry would appear to be walking through a swamp? This may be something worth pursuing, though that's not my goal with this at the moment.

I did a number of tests with a modified main z-data and extra z-data and had some interesting results, but for this round I made the main cell the same as the standard flat cell z-data WW used, and only changed the gray concrete tiles. You can see how the blend tile happily overwrites the gray on all sides. The top side blending is more solid, because I added noise to the extra z-data, though I didn't make it light enough to have some parts not bleed apparently.

So the original z-data mostly blocks the overlap except at the top corners, almost accomplishing what I wanted, but there is a caveat to all this. Sometimes the front extra-image isn't rendered, usually when snapping to a location via minimap, or newly uncovered from shroud. Scrolling away and scrolling back will usually fix this glitch, similar to the barcode shadow bug, but I haven't found a way to fix it. I circled it in red.

I've known about this effect from another tileset I made earlier, where the extra-image goes down from the cell to create a 1-high platform, which I used to make a fake bridge on the Pier Pressure map. The extra-image makes a wall to fill the hole left by the cell being raised on the bottom 2 faces, when drawn adjacent there's no issue of occlusion errors that I've seen, it is purely a glitch when in full view.



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G-E
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Joined: 09 Feb 2015

PostPosted: Sat May 19, 2018 5:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Farmland madness coming...  a whole tileset devoted to it.

And if you're into sports, there's a bunch more special foundations Smile



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