• Map Uploader Down Today?

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  • Neroxis Map Editor.....Can we save maps?

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    B
    @arma473 Ah, thanks! I was missing step 9 since I was too lazy to open the file in a hex editor. I don't want anyone to go out of their way to really do anything about this. I think I am a pretty fringe case in my desire to play sandbox on generated maps. Thanks for all the info though as it is pretty interesting to know how the map files, lua files, and .scmap files all work together.
  • Questions about the new map generator

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    IndexLibrorumI
    What is needed is a way to add specific seeds to a favorite or 'saved' list. Should allow you to regenerate the map on demand from your personal archive. Add a button for "add latest generated map to your saved maps" and a manual input field for the seed with the same function and you've got a pretty nice feature.
  • Comments and Reviews on Maps???

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    O
    How come some MAPS show Stars on the front page and some only show when you click on the map? Also I cant read people's comments on the map, it just shows their ratings.....they said they left comments
  • Base Layer Texture and Albedo Tiling.....5K and 10km map....need help

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    S
    Export the stratum settings, open the file with a text editor, change 256 to 512, save and import the updated settings. Edit, it's going to look like garbage unless it's an extremely high resolution texture.
  • How about MORE decals?....Is there a site for these too?

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    BlackYpsB
    A decal is an albedo or normal texture with an alpha mask to hide the square shape. You could theoretically create decals from any regular texture that you can find on these texture websites, but it is some effort. Roughness textures are used for PBR workflows and currently the map shaders don't support this. (Though I am working on adding this in the future) But really you should just google how these textures you mentioned are to be used. You will find much more comprehensive explanations online. Sometimes even directly on the texture websites where you saw them
  • Map Editor -and Units screwed up

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    JipJ
    You can find the latest version of the editor here: https://github.com/Garanas/FAForeverMapEditor/releases/tag/v0.706
  • 1 Votes
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    CaptainKlutzC
    https://forum.faforever.com/topic/2896/cc0-textures-and-you Go to one of these sites and look for '1k png' options. You'll then need to convert to DDS
  • Procedural Skyboxes

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    IndexLibrorumI
    Good stuff, looking forward to more info!
  • Reference and inspiration thread

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    IndexLibrorumI
    I got some material in my discord threads under the mapping general channel, but here's a selection of stuff I'm thinkign of expanding into maps: [image: image.png?width=1440&height=611] [image: 1689611429500-c0410493-800px-wm.png] [image: 1689611441307-image.png] [image: 1689611455458-enimmsnvaaaxlca.png] [image: 1689611475471-quadmech-juan-paulo-mardonez-ice-frontier-001.png] [image: 1689611481959-89ed73108172707.png] [image: 1689611495378-image.png] [image: 1689611512859-image.png] [image: 1689611543704-image.png]
  • Glow Map decal

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  • Robustness's maps

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    RobustnessR
    13v[image: 1688252774483-13v.png]
  • Does anyone use Gaea to build their maps?

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    O
    hey now....if u have played any of my recent maps, they are very mild in reclaim
  • burke tournement submissions

    burke
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    IndexLibrorumI
    @arma473 Naturally, I serve to please.
  • My entry for the 'Princess Burke' Mapping tournament Temple of the Marxon

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    IndexLibrorumI
    Detailed textures on the cliff are pretty nice!
  • Rhiza's Legacy, an entry for the 'Princess Burke' mapping tournament

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    CaptainKlutzC
    v2 changes: Changed storages to t1 pgens Changed the t2 pgen to a civilian building Changed the t2 mex to a t1 mex Fixed missing cliff decals
  • Is it possible to fade out DECALS?

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    JipJ
    And as an alternative you can try using other decals to hide the 'square-isch' of this decal by placing them over it
  • Im going to MODIFY an ORIGINAL FAF MAP.....is this OK?

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    MadMaxM
    this is not allowed https://wiki.faforever.com/en/Vault-Rules
  • Change Size of Existing Map

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    R
    Photopea was able to open and edit the raw. Though when I imported the new height map into the map editor, it set any lines to 256 height and everything else to 0. Don't know if I did something wrong. I'm rebuilding the map manually, but would be nice to know how to generate height maps outside the editor, as it can be very frustrating to do certain things. Edit: Photopea works! When opening and saving a height map, make sure to set Byte Order to "34-12" or it will be completely messed up when you import it back into the map editor.
  • Is it possible to make a 3 teams match?

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    arma473A
    I don't know about spawns being marked in the map editor as belonging to any particular team. The lobby has 3 ways of assuming which team a spawn point should be one (top vs. bottom, left vs right, or odd vs even). Those are the options to choose between. All 3 of those options assume there will be exactly 2 teams. So none of those three options work for you. That's why it's necessary to set teams manually for a 3-team match. It is considered good practice to support odd-vs-even team assignments if someone is making a map that is balanced for competitive multiplayer games with 2 teams. But for a 3-way map, you wouldn't have that. I would just group them up like: spawns 1-3 are for team 1, spawns 4-6 are for team 2, and spawns 7-9 are for team 3. That way, in the lobby, it's easy to see the teams because the players on each team are grouped together (the first 3 spawns will be team 1, etc.)