Jump to content

Spahbod

WFG Retired
  • Posts

    594
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Spahbod

  1. Hi. After attempting to improve historic_brunno's path code with zero success for four days, I surrendered and went back to my work. Well, as the name shows, it is a map of eastern Mediterranean. It also sometimes contains cyprus which is full of minerals. Link to Download
  2. I studied your path algorithm. It is perfect for canyons, roads, narrow rivers and much more and would be a great boost to people's capabilities in making random maps and I'll gladly use it for many works. But it is not suitable for wide rivers because of it's occasional unpredictability and also it doesn't really help when we want to get into details. That's why I chose a completely different algorithm for the wide river code. Your current code doesn't have serious problems I think and you'd better add it to SVN as soon as possible.
  3. Currently all non-latin characters are converted to "?" in the game and caches.
  4. Do you know why this error is produced? ERROR: art/meshes/skeletal/hawk2.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: Could not load mesh 'art/meshes/skeletal/hawk2.dae' ERROR: CObjectEntry::BuildVariation(): Model art/meshes/skeletal/hawk2.dae failed to load
  5. I downloaded 3dmax plugin from wiki. But when I exported a model, atlas crashed and I couldn't see any lowercase .dae in export part. So I searched and downloaded a newer version of the plugin (v3.05 I think) and exported that model again. 3dmax crashed this time. I thought it was because of bone incompatibility. So I imported the lion model and exported it again. And this was the result: Any suggestions? Does anyone know what caused such an odd behavior?
  6. Updated the map. Fixed many bugs caused by the new river code. Added reeds to the shallow spots. Added bumps to the rivers in tropic and medit biomes. Changed the river terrains for polar and tropic. A major overhaul of tropic biome (This one is also applied to other RMS using random biome code. Like Snowflake or Continent.).
  7. Very nice map. Although I don't think there are Palm forests in punjab. Such forests are common in deccan instead. It is better to only use them singular.
  8. I didn't know Islands was an official map. It wasn't in the list you created. I only use random biome for "generic" maps. Like Lake, Continent, Rivers, etc. And Islands seemed generic to me. The official map document for Nile river states that it must not have any shallows. Should I remove it so It'll become more official? I'll fix the rivers as you say (Although I haven't seen any Punjab map yet). And another thing: As you want to see official maps created first, I made a list of maps able to be made as RMS. Do you want to add/remove some from the list?: Phoenician Levant Cycladic Archipelago Lorraine Plain Rhine Marshlands
  9. An RMS similar to AoM's nile map. There are rivers between players with shallow places. Uses my random biome system. Don't underestimate this map as it may look "normal". Do you still remember what I said about snowflake searocks? I said it was the most complex map in the game. Well, this one is an exception. It took me 3 days and a major overhaul of old river code + snowflake's connectors. In fact I can't remember now what each part of the code does. To Mythos: This map can be considered a tech demonstrator with necessary components for a Punjab map. I'll start working on it as soon as there are enough material for an Indian map. Just another thing: Do you want to have a version of Islands map with random biome system? Link to Download Enjoy...
  10. Updated the map. Fixed some little issues. Added more fish.
  11. Can you export it as .dae or .3ds? Then people who don't have blender can see it too.
  12. Is the game going to support non-latin based scripts? If it is, I'd translate it to Persian.
  13. I've done this before. It doesn't work. Even when I deleted public.zip (and thus there was only the public folder in mods directory). Hmm I see. Thanks.
  14. A small question from quantumstate, how did you manage to change public.zip while atlas was still open? Because when I do this, the file gets corrupted and I have to recompress it. And something off topic but important, did you know that the windows install doesn't compress the public.zip properly? I checked and saw that compression ratio was 100%!!! During my rms makings, sometimes I try to save my changes to public.zip while atlas is still open and it corrupts the file. When I compress the file again, compression ratio is about 60% and the whole zip file's size is about 350mb (compare it to current 600mb one!)
  15. So it seems that I am exactly the opposite side of you. I only expand when I'm sure I can defend my territory. I encircle my lands with forts and towers before expanding.
  16. Updated the map. Now the river's path is much more unpredictable than before. Updated the image and download file. If you don't see the new image, go to this link and then use Ctrl+R. Also my other maps which used the river system are updated (Aegean Sea and Guadalquivir River).
  17. Anatolian Plateau based on instructions from Mythos in his useful topic. An open map with little wood and stone with some small variations in height. Can be considered a hard map. Link to Download Waiting for your feedback.
  18. How about having some maps that are not random but you can select your civ in the beginning. If you've player Warcraft/C&C games/BFME you'd know what I mean. Maps are premade. Each of them has some "special entity" which will turn into player base and it's units in the game. Player units are defined in their .json files already. And we'd have more beautiful maps playable with different civs. What do you think of it?
  19. This is very good except that we lack proper flora/fauna for steppe/tropic/polar maps. I wanted to create a steppe biome but I couldn't find any associated trees. Also there aren't proper "big" mines for alpine and polar maps. I want to create the Anatolian Plateau next but I don't know what trees to use.
  20. For the ones not familiar with the concept: You start in separate islands near a big continent. You should expand to that continent for more resources. It uses my random biome system which now has a seventh biome, "Tropic". All other maps with this system (Continent, Snowflake and Lake) are now updated. Warning: Naval map, AI players don't build ships. Link to Download
  21. Yeah the game lacks birds. Anyway, these two entities can add some variety to my random maps. If you'd like to add them to the game, I can use them in my random maps. Also desert oaks/pines look much better in Zagros Mountains and Persian Highlands. Although the choice is up to you.
  22. Well, we need more animals too. Like elks, hyenas, leopards, moose, etc.
  23. Hi. This is a pack containing tamarix tree and onegars. Both of these are made for desert maps and are actually new textures for existing models. Tamarix is a family of trees found in most parts of asia, northern africa and spain. Onegar is a large member of the genus Equus of the family Equidae (horse family) native to the deserts of Syria, Iran, Pakistan, India, Israel and Tibet.[2] It is sometimes known as the Wild Asian @#$%. Both of these can add a good variety to the game (aka we're tired of camels and palms). (Tamarix trees are retextured apple trees and onegars use the model of zebras) This pack also contains new textures and entities for oak, pine and aleppo pine trees in arid regions. These trees tend to have darker leaves in arid regions but the current textures are made for temperate ones. Hope you find it satisfying. Link to Download
  24. Map Updated. Fixed some minor problems. Also made the continent body look more random although it is overall circular. Look at this picture: Just download it again from the first post to see.
×
×
  • Create New...