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    posted a message on Detailed Earth

    @ezbeats I currently live in Northern Indiana, but I've been all over the world. Spent five years in the Marine Corps. Haven't lived in a single location for more than 5 years. Born in Vegas, Young age in Arizona, Spent 3 years in Tennessee, 3 in Georgia. Joined the USMC and traveled to Japan, Alaska, Africa, Kuwait, Afghanistan, Dubai, Singapore, Germany, Australia, and Jordan. Spent that last couple of months of my enlistment in Southern California.

    Also, I've uplodead 3 images, The first is the only way I can take a decent screenshot. When I take a top-down, or any other view, since my water is so shallow and my land doesn't sit very high above it it causes it to bleed through horribly. (the second image). The third image is a picture of the mini map displayed during editing. Not sure what happened to the top left, but I promise that flaw doesn't exist. Everything else should be detailed enough to make some recommendations.

    Thanks again to everyone for the trolling and criticism. You've made this map a million times better already.

    Posted in: Terrain
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    posted a message on Detailed Earth

    Current progress. (Patch notes?)

    New Landmasses: Japan, New Zealand, Hawaii, Kamchatka, Sri Lanka, Ostrov Detailed: Cuba, British Isles, Washington/Puget Sound, Hudson Bay, Sweden, Norway, Holland, Mediterranean Sea, Florida. Moved: Hudson Bay to be more above the Great Lakes, The whole world was shifted more north to make room for Antarctica, Florida was moved south, while mexico was shifted a little west to make for a more realistic gulf coast.

    I've come to notice how difficult it is to make very small areas detailed with the editor, it uses small triangulations which don't fit well together for the smaller areas that need attention. I've removed all textures and went for a more white overall color for the sake of noticing specifics. Once there is a comfortable level of detail I shall presume to add mountain ranges and hills.

    I may have missed some changes I've made, but hopefully all for the better. I could use some assistance with terrain textures though. I can have 8 textured, and the ones I'm provided by blizzard to choose from haven't done me justice in providing a realistic Earth. If anyone does have a very nice set off textures, it would be much appreciated.

    Posted in: Terrain
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    posted a message on Detailed Earth

    Harsh criticism only makes the work better in the end. I appreciate it, troll or not.

    I've been using my google Earth, getting everything I can in there, but you know how it goes when you focus so hard on one part you miss a lot of other things. Your comments have helped me to avert my focuses to the places that still need it.

    Posted in: Terrain
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    posted a message on Need a 3d modeler for 3DS demo!

    You could always use stuff people have created for The Sims, lots of household items there.

    Posted in: Team Recruitment
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    posted a message on Detailed Earth

    Shall I add Antarctica? It seems highly unnecessary, Not once have I seen a Diplo, Risk, or Civilization map that incorporated Antarctica into play.

    And that white sand is the best thing I can find to mimic snow. Unfortunately.

    Posted in: Terrain
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    posted a message on Detailed Earth

    Thanks for noticing, I'll be making corrections. ^.^

    Posted in: Terrain
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    posted a message on Detailed Earth

    I've created a detailed Earth, If anyone's been looking for a preamde Earth map for maybe some Civilization or Risk based games. Feel free to pm me. It's terrain only. It's to-scale as best I could do using reference points and measurements.

    Also, some 2nd thoughts would be nice. Are there too many Earth maps in existence already? How does mine fare?

    Posted in: Terrain
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    posted a message on Reduce Max Camera Distance

    Is there any way to make the camera follow using only Data? Or a trigger that will follow the unit without causing that issue?

    Posted in: Miscellaneous Development
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    posted a message on Reduce Max Camera Distance

    I don't think it's actually moving the camera, but it's a symptom of what you may have mentioned. The camera when under normal settings goes from 80 degrees zoomed out, and when you zoom in goes to around 30 degrees. It's changing angles. But when you alter the zoom levels to be closer, it actually causes the camera to move south (in reference to the mini map) about 125 units.

    I checked all my fields, Only 2 of them mention pitch, and they're referring to height displacement.

    Inside of the Zoom Levels - Modify - Parameters, there is no pitch. The only 2 enabled are Angle of Attack and Distance.

    I attached the map for you to look at. The only changes are to the zoom levels, and the disabling of the Angle of Attack. Play test it, and it'll make a lot more sense what I'm saying.

    Posted in: Miscellaneous Development
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    posted a message on Reduce Max Camera Distance

    I got the zoom max and mins working with the data editor. Thank you Eiviyn

    Biggest problem now is when I zoom in, the camera goes south. I can't figure out of it's panning, changing fields or what... but it's the only thing messing up the zoom. Any ideas on what attribute forces it to move the camera south upon zooming in?

    Posted in: Miscellaneous Development
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    posted a message on Reduce Max Camera Distance

    I've been trying a variation of triggers to lock camera movement, set it's default starting location to be closer, and other attributes to try to get it to zoom closer, while not being able to zoom out as much.

    What I've created is a to-scale earth, heavily detailed earth. The problem is that the units are unrealistically large for an exploration game. I've shrunk everything to 20% of the original size, and I'll go smaller if needed. The units still look excellent, and the terrain is much more convincing as a full sized world.

    The problem I'm having is the camera. It starts too far and can't get close enough. Having the camera so far from the units just makes them look small and takes away from the effect of the earth being actual size. Anyone know what to do?

    Posted in: Miscellaneous Development
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    posted a message on Water Walking

    Can I lock the camera's zooming functionality only? Or maybe it would be better if I just lock the distance to not go out as far, but allow it to get much closer, and by default start closer.

    I found a weird bug where when I'm testing my maps, my mouse will disappear... I have to close the game completely and restart. No alt-tab test starting. I was making no progress with my camera because of it. After a restart... come to find out I had it right the whole time. wasted effort. -.-

    Anyways, I've got a really sexy Earth going on now. Perfectly to scale. My next major goals are getting the camera lock mentioned above, and also to get the world to be round. I'd like to come up with, if not get help with figuring out if it's possible so that when I tell my ship to move, it will always choose the shortest path. That means if I'm on the far left, and I want to move to the far right, on a round planet it's only actually a few spaces to the left to get there... conventionally it will try to travel the full distance across.

    Posted in: Miscellaneous Development
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    posted a message on Water Walking

    After putting it into actual gameplay test, The banshee never falls below the depth of the water, regardless of her height setting and the depth of the ground.

    I've accomplished what I've needed by dropping her height to -.03 and raising the terrain level to -.5. My 'above water' ground is at .5.

    Testing she plays just fine. Now... I'm just working on getting the water to look like ocean, while being very opaque so you can't see the ground underneath. Just playing with all the different bars with water to see if I can get what looks real.

    Next I just hope to be able to make all above sea level land no fly zones while still being able to offload ground characters for terrain exploration.

    I've reduced the size of all my units to 20% scale, but when I playtest it the camera won't go close enough to make them look normal sized. The only way I can find to make my world 'realisticly large' is to shrink everything else, but my camera takes away the effect... any ideas or solutions?

    Posted in: Miscellaneous Development
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    posted a message on Water Walking

    @Mozared

    I'm not sure if I know what you're referring to.

    My Water height is 0. My Ground level is -10.5 (This prevents ground from showing through my water.) My Banshee's height is at 10.1 (This is where she looks good mostly sunk, somewhat floating.)

    Posted in: Miscellaneous Development
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    posted a message on Water Walking

    I've posted my progress.

    I've raised the height of the ships to 10.1, and lowered the ground level 10 as to keep any of the grass from showing through the water.

    I'm avoiding the use of cliffs due to the fact that they are too edgy and would really diminish the look of a nicely detailed earth. I can use no-fly zones to just keep them off the 'land', but I still

    Now the biggest problem I'm having is that when I move my ship... to where I want it to be in relation to the ocean surface, my banshee moves about 200 spaces to far north because she thinks I'm referring to the ground. If I raise the ground level anymore, I run into the problem of my awesome blue ocean turning into grassy green.

    Posted in: Miscellaneous Development
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