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There were complaints that there was no video tutorial about how2map for ZK, so here i've made a crappy and silent video that shows my mapping workflow, or at least, one version thereof: https://www.youtube.com/watch?v=lHzrftvQN0E&feature=youtu.be
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There were complaints that there was no video tutorial about how2map for ZK, so here i've made a crappy and silent video that shows my mapping workflow, or at least, one version thereof: https://www.youtube.com/watch?v=lHzrftvQN0E&feature=youtu.be
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The whole process here takes one hour, but this assumes you have this set of prerequisites before you can start working:
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The whole process here takes one hour, but this assumes you have this set of prerequisites before you can start working:
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1) An install of Blender (mostly used here for crappy automatic texturing)
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1) An install of Blender (mostly used here for crappy automatic texturing)
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2) An [url=https://springboard-core.readthedocs.io/en/latest/installing.html]install[/url] of [url=https://github.com/Spring-SpringBoard/SpringBoard-Core]SpringBoard[/url].
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2) An [url=https://springboard-core.readthedocs.io/en/latest/installing.html]install[/url] of [url=https://github.com/Spring-SpringBoard/SpringBoard-Core]SpringBoard[/url].
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3) A working copy of [url=https://springrts.com/wiki/MapConvNG]SpringMapConvNG[/url] (any other map compiler will do if you know how to make it work. Latest SpringBoard seems to sport a built-in compiler, so you may even skip this step!)
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3) A working copy of [url=https://springrts.com/wiki/MapConvNG]SpringMapConvNG[/url] (any other map compiler will do if you know how to make it work. Latest SpringBoard seems to sport a built-in compiler, so you may even skip this step!)
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4) The blend file with the cycles materials to use the crappy automated texturing process (available [url=https://mega.nz/#!918X2a6T!yWnRxeMXSQhw9Z59W-q6Dboih5rbmk01V1427NtmbsQ]here[/url]
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4) The blend file with the cycles materials to use the crappy automated texturing process (available [url=https://mega.nz/#!918X2a6T!yWnRxeMXSQhw9Z59W-q6Dboih5rbmk01V1427NtmbsQ]here[/url]
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5) The "blueprint" [url=https://mega.nz/#!R4llCaoQ!ygttibrJbo8v6DokMbLcmLAT8KvafpYUqXGssFpSLQ0]directory[/url] with the compile script (not needed if you can use your own compiler) and pre-packaged features (which may need their metal values and collision volumes adjusted for your taste).
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5) The "blueprint" [url=https://mega.nz/#!R4llCaoQ!ygttibrJbo8v6DokMbLcmLAT8KvafpYUqXGssFpSLQ0]directory[/url] with the compile script (not needed if you can use your own compiler) and pre-packaged features (which may need their metal values and collision volumes adjusted for your taste).
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This also features and highlights some bugs:
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This also features and highlights some bugs:
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1) The heightmap export from SpringBoard seems to cause an annoying edge-of-map wall issue that i've never seen before today. Oh well.
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1) The heightmap export from SpringBoard seems to cause an annoying edge-of-map wall issue that i've never seen before today. Oh well.
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2) If you use heightmap export on Windows, you'll have a 8-bit grayscale file. You can solve this by reexporting from blender (rendering using the heightmap material). This will however further rescale your heighmap altitudes.
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2) If you use heightmap export on Windows, you'll have a 8-bit grayscale file. You can solve this by reexporting from blender (rendering using the heightmap material). This will however further rescale your heighmap altitudes.
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3) Yeah, heightmap altitudes seem to also not be that consistent. Exporting from springboard and recompiling seems to change water level!
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3) Yeah, heightmap altitudes seem to also not be that consistent. Exporting from springboard and recompiling seems to change water level!
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4) You need to remember to edit feature collision volumes because the features (which i took from SpringFeatures) have extremely crappy default values. And 0 metal and energy.
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4) You need to remember to edit feature collision volumes because the features (which i took from SpringFeatures) have extremely crappy default values. And 0 metal and energy.
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5)
For
me,
SpringBoard
texture
export
fails
to
export
the
diffuse
texture.
This
is
not
a
problem
in
this
case
because
i'm
using
it
to
only
edit
heightmap
and
features
anyway.
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5)
For
me,
SpringBoard
texture
export
fails
to
export
the
diffuse
texture.
This
is
not
a
problem
in
this
case
because
i'm
using
it
to
only
edit
heightmap
and
features
anyway,
and
newer
versions
of
SpringBoard
should
have
this
fixed
since
the
video
showcased
them
:)
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That said, 1h shitty rush job is 1h shitty rush job. Now you can see how crap maps like Glacies are done.
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That said, 1h shitty rush job is 1h shitty rush job. Now you can see how crap maps like Glacies are done.
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