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    A community effort on a map layout

    Scheduled Pinned Locked Moved Mapping
    60 Posts 11 Posters 4.4k Views 3 Watching
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    • nine2N Offline
      nine2
      last edited by

      Oh. You already replied to that thread ages ago. Oops

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      • JipJ Offline
        Jip @nine2
        last edited by Jip

        @nine2 How about this:

        a0a1c8dd-c352-4e22-8b1a-dfc224090d98-image.png

        Completely zoomed out.

        a1662360-089b-4d55-8166-f820342646b8-image.png

        Zooming in, starts disappearing.

        1c61a610-3c77-4d3a-b562-65ca6ec28ead-image.png

        More zoom, almost gone.

        2aa0f943-127a-4807-827b-b256d1123922-image.png

        Even more zoom, all gone.

        edit: it is far from perfect since I can't compute the 'supreme commander approach to doing it', yet.

        I think in practice you'd want this to be two separate decals:

        • One for the unpathable bits
        • One for the heightmap lines

        The idea is that the heightmap lines can be longer visible.

        A work of art is never finished, merely abandoned

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        • nine2N Offline
          nine2
          last edited by

          Looks great. Don't need heightmap "lines". Just set
          white-opacity = heightmap-y-percent

          JipJ 1 Reply Last reply Reply Quote 1
          • JipJ Offline
            Jip @nine2
            last edited by Jip

            @nine2

            7bb1feb3-3149-427a-8e7e-c96e1a5cded0-image.png

            On half transparency

            57ed4e79-fe07-4e21-962b-6bbfa6c032ef-image.png

            On no transparency

            f92e9df7-4c6d-4d85-9acc-d4da42d6272f-image.png

            Zoom in, slightly

            b95cfbfc-f328-47be-8732-54c8a6324ffa-image.png

            Zoom in, more

            8846c387-4f67-43fb-bc6e-8fbf2701c87d-image.png

            Zoom in, mooorre

            What do people think, in comparison to:

            • Having nothing
            • Having just the impassable terrain displayed
            • Having impassable terrain + cartographic feeling (the height lines)
            • Having impassable terrain + heightmap feeling (more white = higher)

            Having half transparency (to have some of the aesthetics to remain visible) is no-go in my opinion. Its the bad bits of both worlds.

            A work of art is never finished, merely abandoned

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            • T Offline
              Tagada Balance Team
              last edited by

              Tbh most of these look pretty awful aesthetic vise and I wouldn't use them even in tourneys since it would just hurt my eyes in the long run (personal preference). The one I really like is the Impassable terrain + Cartographic feeling (the height lines) but with the red tuned down a lot (Visible but only slightly so it doesn't hurt the aesthetics so much).

              JipJ 1 Reply Last reply Reply Quote 0
              • JipJ Offline
                Jip @Tagada
                last edited by

                @Tagada how about this:

                41f7070c-1685-43a0-8836-b067df8a4b36-image.png

                A work of art is never finished, merely abandoned

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                • JipJ Offline
                  Jip
                  last edited by

                  And another question: should it be visible throughout the entire game, or just the first few minutes? And is that for the impassable terrain, the height lines, or both?

                  A work of art is never finished, merely abandoned

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                  • B Offline
                    Blodir
                    last edited by Blodir

                    I don't like the red lines, they are too obtrusive and the unpassable terrain can be identified from the rocky texture anyway. Heightlines might be interesting but they need to be very subtle (much lighter than in the pic). I think the heightlines could be part of the map no LOD or timers.

                    (Jip requested me to post my opinion on the thread)

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                    • JipJ Offline
                      Jip
                      last edited by Jip

                      After speaking about it with a bunch of people I agree that the red hills are too hard on the aesthetics. While at the same time the rock texture (or any other similar texture that clearly depicts the impassable terrain) is already having a similar function.

                      1da6cdfe-4fd5-4e5d-bb9b-3afb5e68f51b-image.png

                      I would personally find something like this useful - just to indicate where the terrain is bumpy and to determine whether there is a slope. It is only visible when you are completely zoomed out.

                      It is a bit hard to see due to the resolution of the image, but once in-game it is well readable while not taking away too much attention.

                      edit: more screenshots
                      3d5b0c8a-f37b-4399-a437-b4910089a2e0-image.png

                      fully visible

                      baf7822e-7b7e-4b45-8740-3965317d64ab-image.png

                      partially visible

                      83d80879-9fd9-4d96-9721-5e0dffd90a32-image.png

                      and gone

                      Another edit:

                      5c5dda10-941b-49e7-8278-e259b52106ac-image.png

                      Excluding the hills, to keep them as bright as teeth

                      A work of art is never finished, merely abandoned

                      1 Reply Last reply Reply Quote 1
                      • arma473A Offline
                        arma473
                        last edited by

                        Is there a way to toggle these red lines? As in: I could press "F10" and the red lines come on, press it again and they disappear? Or alternatively, when I hold down F10 I can see the red lines, and when I let go of the key, they disappear? Better if they fade in and out smoothly, over time, even if it's just half a second.

                        I wouldn't need to see these red lines all day long. I would probably only need to see them once or twice during the match.

                        If I had to choose between never getting red lines, or they are always in my face whenever I zoom out, I would prefer never seeing them.

                        And if they were toggleable, we could see them even when we are zoomed in more. You wouldn't have to zoom out just to check if a passage was walkable.

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                        • nine2N Offline
                          nine2
                          last edited by nine2

                          In my opinion the best one is the "no transparency" one. I realise it is ugly, but it is very functional. The idea is that people would glance at it, then turn it off. Decal visibility would be toggled by code ... there could be options for

                          1. when it is visible, what is the opacity (default to maybe 80% or whatever)
                          2. only display it at a certain user defined zoom distance (or never)
                          3. keyboard shortcut to toggle it on or off (in which case it would be on at any render distance).

                          with these settings anyone who didnt like it could basically get rid of it, or bring it back on demand only. For me I would experiment by having it on when the game starts then i'd dismiss it manually after a few seconds.

                          where the Strategic Overlay idea will shine is in mapgen where its not possible to know the map in advance, and also perhaps the map itself isnt that clear since it was generated not hand crafted for visual clarity.

                          but here's the hard part -> it would be nice if this feature was available for all maps. I don't know how (at runtime) create a decal based off a heightmap. I guess the java client could do it... it would read the heightmap, inject an image into the map folder, then rewrite the map file to include the new decal. That should be totally doable. Or, if someone was very clever maybe they could rewrite the cartographic shader to do everything we talked about it. It does have the heightmap after all.

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                          • arma473A Offline
                            arma473
                            last edited by

                            " For me I would experiment by having it on when the game starts then i'd dismiss it manually after a few seconds."

                            If the system is built to support it, you could probably even set up a UI mod to have it on by default iff it's a mapgen map.

                            Perhaps the map generator itself could generate the decal. Custom maps shouldn't need this. People should just make them with legibility in mind.

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                            • JipJ Offline
                              Jip
                              last edited by

                              If the goal is to dismiss it manually in the first few seconds of the game then there is no need for a toggle. I can just make the decal disappear after a given time, say 30 seconds, while you're building your first factory.

                              Having a toggle is possible if I make a PR for FAF that on pressing some key combination it checks the map folder for the decal in question. If it is there, it creates it. If not, it ignores the keyboard combination and adds a message in the logs indicating that it doesn't exist. One issue here is that a typical decal would be visible for everyone. E.g., an opponent toggling it to annoy the enemy. Creating a decal for person A and not person B will cause a desync. There are UI decals, but I haven't worked with them before.

                              Generating a decal at startup is something @Sheikah could do, especially for map gen maps. The node network is not complicated and is done in under a second. Generating and inserting them for non-map gen maps is a bit of a stretch in my opinion.

                              A work of art is never finished, merely abandoned

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                              • JipJ Offline
                                Jip
                                last edited by Jip

                                Update 4.0:

                                Meanwhile I've been working on both maps. Mauve is waiting on the final checks - after another discussion with @Leto_II the map will shortly be available in both the FAF and LOUD map vault. Once that happens there will be another post with all the PR pictures to make it shine.

                                3909724e-4976-4142-b255-22e75a677496-image.png

                                In Autumn, the map of Blodir, I've been studying the color nodes of World Machine. Add some experimentation to that and we have a breakthrough.

                                4dbba4d3-7ec3-42b5-954a-9d65b8051389-image.png

                                My understanding has increased a lot - these rocks are made out of a new color network that provide more control and flexibility. It is now a lot easier to fine-tune the colors. Throughout the week I'll be experimenting with various other places to add in colors such as for area's with rocks, trees, or roads.

                                eb1c7e0f-b2e7-44c7-b4dd-1e8ce1ccbaf1-image.png

                                This will allow me to tune the map a lot more - area's that have trees on them will have a different color pattern / properties than area's that had rocks on them. It will be easier to add visual cue's to critical gameplay elements, such as ramps.

                                edit: all the images taken are from the GPG editor, not the Ozone that makes them look slightly better.

                                A work of art is never finished, merely abandoned

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                                • tatsuT Offline
                                  tatsu
                                  last edited by tatsu

                                  absolutely gorgeous results. this is earth under it's best light.

                                  How to setup FAF on linux

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                                  • archsimkatA Offline
                                    archsimkat
                                    last edited by

                                    Leto's submission is looking scenic and natural, but also immediately readable. Nice work Jip, I am excited to play some 1v1s there!

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                                    • nine2N Offline
                                      nine2
                                      last edited by

                                      I think the preview would be great for all maps, not just mapgen. Loki with and without the preview.

                                      97110299-391d-4fb5-b719-b3e630df9a84-image.png

                                      I think options and settings are a must, not some 30 second hardcoded thing. People will (quite rightly) object massively unless they can control it.

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                                      • JipJ Offline
                                        Jip
                                        last edited by

                                        Then it is a bit out of scope for this topic - I don't have the time to make such an extensive PR 🙂 .

                                        A work of art is never finished, merely abandoned

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                                        • nine2N Offline
                                          nine2
                                          last edited by

                                          yes of course, i have derailed this entirely sorry

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                                          • JipJ Offline
                                            Jip
                                            last edited by Jip

                                            With pride I present Mauve designed by @Leto_II - the second of a series of maps in this topic! The map is available in both the FAF and LOUD vault. For more information:

                                            • https://gitlab.com/supreme-commander-forged-alliance/maps/mauve

                                            edit: apparently there was a map name in the post of Leto and I overlooked that. Apologies again!


                                            disclaimer: the map in the vault doesn't have any heightlines

                                            A work of art is never finished, merely abandoned

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