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WhiteLion

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    https://metamediablog.wordpress.com/

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    Neaples,Italy
  • Interests
    programming, design, psicology,sociology,philosophy, history, strategy,art.

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  1. I am trying to understand how random map works, resources and entities also have been manually added?
  2. Hi there, It's been a while since my last post... I've talked with Elexis about generated map and he told me to look at the script in the red sea map, I tried to do generate new maps importing real maps in the map editor. This is what I've found out: -the map downloaded from NASA is very high res, even too much, so the result is that uploading the weight-map sometimes you can get a mess of vertices. to fix that I did some experiments using lower res map and the result seems to be better, to eliminate noise even more I worked in blender with the compositor. in weight map white= high black = low Since the sea dept does not influence the game play I decided to simplify it by changing the colors of the sea in full black, then I've created a mask of all the continents. I wanted to keep some of the info about mountains and remove some of the details so I've applied a blur effect just before the oceans mask, in this way mountains are less likely to be spiky and the map requires less smoothing in editing, at the same time the margin between sea and land remains sharp and it doesn't get blurred. You can see the node editor in the blender file if this explanation is not clear. I think this may simplify the creation of geographical maps, by working in gimp, just by selecting the zone of interest form the world weight map, scale it (i find that 1000 x 1000 is a good compromise with map size at least for my hardware) and then edit the texture and resources from the editor without having to work from scratch. let me know what you think I hope that helped, here's a link to download all the stuff. the coast is still too high, I'm working to make it better. I've used the old version of blender . https://filebin.net/of3ha3x763e6dfne is there a way to automatically add texture based on the height?
  3. I do think that videogames are a form of art, for the complexity of knowledge that they require to be created and for the thing that they can bring inside all the existing forms of art. Some of the games that I consider masterpieces are for sure Monkey Island, Psychonauts, Amnesia, but I do like even Quake and Command and Conquer..good old school I think also that Video games, expecially mainstream, tends too easily to be propagandistic and prone to business, they could be much more than what they are now.
  4. I know how to google, I asked here because I'd like to have your point of view...
  5. Can a videogame be considered a piece of art or is it just a form of amusement? Which are the elements that makes a video game something more? Do you have some example of that? I'd like to know what you think.
  6. ops..my bad I left the files on my desktop and zipped the empty folder , I fix it and then I'll post it again.
  7. Sorry for the bad quality of the screenshots but I don't have a great Graphic Card
  8. I corrected the map of Carthage, I will try to fix the other adding waves of enemyes, let me know if you got other suggestions. map_The_Rebellion_Of__Mercenaries.zip
  9. I'd like to give more time to the defender, the problem is that if I put the attacker too far it doesn't attack, the best solution is for sure to organize the attack in waves, but I don't know how to do that.
  10. About the squares If you're talking about the squared port, I did it on purpose the real one is like that.
  11. OK, I will improve, thanks for the feedback... how can I garrison Troups in the editor?
  12. Two new maps incoming for the series of Carthaginians campaign... Hope you like it map_The_Fall_Of_Trapani.zip map_The_Rebellion_Of__Mercenaries.zip
  13. Better like that? In which folder must I copy the folder of the map to use it with the mod section? In which folder of your map is written the code of the AI? map_Siege_of_Sagunto.zip
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