#New Map Named : Curved
1 messages · Page 1 of 1 (latest)
Hm... Actually i'm curious how crazy an idea to implement map invertion in the BAR
well considering water is just a level setting, I wouldn't be surprised if it's not possible
but you could invert based on default water level or something I suppose
Spring.SetHeightMapFunc(function()
for z=0,Game.mapSizeZ, Game.squareSize do
for x=0,Game.mapSizeX, Game.squareSize do
Spring.SetHeightMap( x, z, -Spring.GetGroundHeight ( x, z ))
end
end
end)
Can you try implement this as modoption? 😄
I hope so, that'd be brilliant if so.
As a simpler but complimentary mod, can you invert maps along an axis? As when inverted, some might benefit from vertically flipping too.
semi related but you'd know this I suspect; is it possible to turn acid or lava into water? Eg if you wanted to raise water levels, to turn a lava map into something flooded and boatable?
Looking good this could be the beginning of someone great
Should the beach Cliffs still be cliffs ?
Good Bait Post
thats cursed
i like that
gives me an idea
DSDR 5.3 inverted
I have so many mixed feelings
this should be a plugin/option, along with axis inversion
combined with water levels that gives whole new aspects to maps
dsd is so good that an inverted version of it is still a good map 
is this possible to do, @edgy basin ?
likewise & related, is it possible to toggle acid/lava back into water again?
Inverted dsds looks fun
Now do ascendancy lol
Would be very different map
Would probably need offset to not make it all flooded
already done
I'd like to see an inverted, rotated and flooded ascendency
as is flooded works fairly well
Where's that?
turn bottom into a sea, would be less of a bloodbath
im still gonne sit in that canyon in the middle with my jammer
Where do you put this lua code? Looks fun to play with
I have a dev build, so I just put it in some gadget code.
I will need to put extra effort into making this a multiplayer-valid option
https://github.com/beyond-all-reason/Beyond-All-Reason/commit/ce05fc2add15ec4e228428d2f2c17779e4284b40
Alright, map inversion is live.
Under Experimental modoptions, Adv Options, set Debug Commands to invertmap or invertmap wet
invertmap inverts the map, and sets the lowest point at elevation 0, water level.
Water level can be set to choose the level of flooding of the inverted map.
invertmap wet inverts the map around the waterlevel.
invertmap wet is not working on SPADS.
It's working in SP though
Is the space causing issues?
I think so
I think the main problem with inverted maps is that inverted maps feels flat
I think it's could be lightning position problem
Hm... Though no, seems like it's texture problems
did you change how normalmap is handled at all?
if the heightmap is inverted but normalmap is left as is, it's kinda working against the inversion
might be best to just disable it, the textures still arent fit for inversion but it will be less bad
https://github.com/beyond-all-reason/spring/blob/eeb94e348dec92352a091402ed63a0a329edb074/rts/Lua/LuaSyncedCtrl.cpp#L5652
I am not seeing any way to control normalmap in LuaSyncedCtrl
is this working live/multiplayer? I love this 😛
double the maps with such a simple idea
It should be working in live.
Let me know if you get a game to work with it.
There are bound to be some odd behaviors
Imagine to have feature that double map size by mirroring map in some direction.
I think i've found a handful of maps that don't seem to work...
great divide, faster than light...
Oh, flooded forge has very muddy water
I think maps set with notDeformable = true, interfere with the inversion?
Gehenna rising needs -225 water level and then it kinda works 🙂
some initial feedback:
firstly, thankyou for messing about with this so much, it's a great way to add more map value & variety
some maps, also need pre-game mirroring, eg Ascendency inverted is fun as heck BUT you have to rotate camera to be able to see into the top pit - which means your minimap is broken. Only solution is vertical flipping as another option, -hopefully- an easy one though?
Related ideas and queries;
'height multiplier', eg 'heightmult 0.5' would make a map flatter on average; pits half as deep, mountains half as high. 3.0 on the other hand, would triple the peaks and troughs, and if you combined that with inverted, you could turn say Plethora of Ponds into Plethora of Mountains. Unsure if there are engine limits somewhere, eg if you gave say Glitters, *10, might cause Some Weirdness.
Some flooded maps have Water of Undesirable Appearance, is this changable via debug options?
Can acid and lava be turned back into water via options in some way? I see you managed to flood inverse Forge so I assume so, but unclear how?
We'll be doing more map madness later tonight, with inverted especially, so I'll have more feedback for you then!
some more feedback; a mex refused to build at one point, it started, but just sat there, until I moved the com a lot closer. Another player elsewhere had the same; this was Folsom Dam.
another player, on ice scream, was convinced it was harder to build on terrain. I would have thought that should be the exact same post-inversion?
the biggest issue so far is that visual highlights for 'high' ground and low, are inverted, which causes weird optical illusions. Entrenched is a good example of this
related, you cannot un-set debug options once they're set, eg blank string is not acceptable parameter. nor does the 'reset' option appear to work, which feels like a bug to me