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Map making Instructions


Re: Map making Instructions

Postby CARPEDIEM » Sep 2, 2001 @ 9:44am

Now here comes the Heightmap, it's a 256x256 TGA and as you can see, it's pretty much like the texture map but in grayscale, where a dark color represents low terrain and a whiter one represents a high hill.<br><br>So here's where the shadows on your map are computed, make sure you do a nice job on this one because that will determine the quality of your map<br><br>I never made a map for argentum, but i guess this heightmap is just an airbrush job, just start with a gray or dark map, and then paint white with a very soft airbrush.<br><br>Image<br><br>remember, this heightmap is very important, because our units climb up hills and cast shadows so if you screw up on this one they will jump around and the shadow will not be nice.<br>
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Map making Instructions

Postby CARPEDIEM » Sep 2, 2001 @ 9:46am

Hey guys, looks like Fredrik isn't coming soon so i'll cross my fingers and hope one of you guys make a good work making the maps.<br><br>First of all, the most important Image is a TGA 512x512 file. The saving format for all graphic files in argentum is an 8 bit uncompressed TGA image (or simply a TGA image with indexed color mode if you are using Photoshop)<br><br>Basically it's the map viewed from the top, and with illumination coming from the top too, so don't draw any shadows and stuff cuz that will be computed automatically.<br><br>Image<br><br>This is the map we all got bored seeing with the screenshots hehe, we've been using it for sooo long now. <br>:o<br><br><br>
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Re: Map making Instructions

Postby CARPEDIEM » Sep 2, 2001 @ 9:56am

And finally the easiest file, this one is the occupancy map (occupancy.tga), basically it's used to indicate where a ground unit can or cannot move. A completely white pixel RGB(255,255,255) means a ground unit can stand in that area, and a black one RGB(0,0,0) that it cannot.<br><br>Image<br><br>Well guys, the release date is pretty much up to you now, my coding job has been finished more than a month ago and i just can't take this delay anymore. I hope you guys can do something to help ionside out.<br><br>Ohh, i almost forgot, "ESM", if you are reading this connect to ICQ and send me the MAP EDITOR so i can upload it and make it available to everyone.<br><br>So, i guess the MAP EDITOR (used to put units on the map and stuff) will be uploaded later today. C ya guys.<br><br>PS: Johnny "sugar lips" Gaymax: If you save argentum one last time i think i'll consider letting you frag me in CounterStrike and Flashpoint to save your ego.<br>
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Re: Map making Instructions

Postby Diego Cueva » Sep 2, 2001 @ 11:48am

Cool, I will try to make some maps now
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Re: Map making Instructions

Postby CARPEDIEM » Sep 2, 2001 @ 11:53am

I amost forgot, Submissions to carpediem@ionside.com and try to leave plenty of space for the bases (if your level requires one), because i like plenty of space to build.<br>the size shown in the sample map is ok for example, but not smaller.<br><br>Update:<br>I mentioned this on another thread but if your map finally makes it to Argentum you'll get a free copy before it is released to the public, a beta with your level 100% playable the day i decide your map will be in Argentum and your name in the credit screen. So this is your chance to play Argentum Tomorrow and not in more than a Month and paying for it.<br>
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Re: Map making Instructions

Postby Moose or Chuck » Sep 2, 2001 @ 2:13pm

Uhm... question *waves raised hand frantically through the air*<br><br>"Yes, Moose *sigh* what is it this time?" says CARPEDIEM reluctantly.<br><br>"Uhm... sir, why are .. well. Why are the maps different sizes? Wouldn't they get mixed up? How do we know where things are if they aren't all the same size?"<br><br>CARPEDIEM impatiently explains, ...
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Re: Map making Instructions

Postby CARPEDIEM » Sep 2, 2001 @ 2:30pm

Just make them all the same size and when you are done scale them.<br>
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Re: Map making Instructions

Postby Paul » Sep 2, 2001 @ 2:34pm

*walks up to moose and slaps him silly*
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Re: Map making Instructions

Postby randall » Sep 2, 2001 @ 5:44pm

How are we supposed to playtest it? There is no way I am going to create a map and release it without playtesting it first.
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Re: Map making Instructions

Postby Paul » Sep 2, 2001 @ 6:01pm

YEAH!<br><br>*walks up to javier and slaps him silly*
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Re: Map making Instructions

Postby CARPEDIEM » Sep 2, 2001 @ 6:06pm

You don't need to play a map in order to make one, i'm not asking for unit placement and stuff like that, just a plain old texture. Anyone can do that, and if you do a good job you will playtest it since i'll send you a one level copy of argentum that will contain your level (with units) so you can check it out and make changes if you want to.<br>
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Re: Map making Instructions

Postby randall » Sep 2, 2001 @ 6:12pm

naw... maybe you don't understand. It isn't just a simple bitmap. I have a tendency to mess around with stuff, just to see what happens. Tweak it, geek it, and the end result is usually something unconventional. Since there are three different layers, that allows alot of opportunity for tweaking.<br><br>I guess if you want a simple bitmap, then there are hundreds of others who are more than happy to oblige.
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Re: Map making Instructions

Postby randall » Sep 2, 2001 @ 6:17pm

oh, and also, the shadows might not fall "just right". I am a perfectionist when it comes to details like that - especially lighting.
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Re: Map making Instructions

Postby CARPEDIEM » Sep 2, 2001 @ 6:41pm

So what am i supposed to do?
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Re: Map making Instructions

Postby Paul » Sep 2, 2001 @ 6:44pm

give me a free copy of argentum like we agreed.
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