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Replying to Community Map Assets pack and why we need it


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Topic Summary

Moreartillery

Posted 26 October 2019 - 06:01 AM

I've updated the pack with a bunch of new decals, including flattened versions for walls, and three map templates. 256x256 space, 512x512 space, and 512x512 jungle. These map templates have fog and sky settings set to max distance and have premade terrain outside the playable area. The space maps have the playable area on elevated ground so that when the camera is at ground level looking out of a hanger or window you won't see the a flat starscape at ground level. Yes there are now starscape decals and detail maps.

 

Anyone is welcome to add map templates in different sizes and terrain types.

 

There are pictures on the download page.

https://www.moddb.co...2#downloadsform


Moreartillery

Posted 12 October 2019 - 09:36 PM

I've discovered that its possible to counter the stretching that happens to decals when placed on a wall by scaling their height to ~40% of normal.

 

In the example below, the left side is normal dimensions and the right is 40% of normal height.

 

https://www.dropbox....l_demo.PNG?dl=0


Moreartillery

Posted 27 September 2019 - 03:36 PM

 

3. convert them all to tga so the mission editor preview feature will work


Actually you're better off having them as DDS. The reduced file size of DDS will improve performance on larger maps that use loads of decals.

 

I dunno, being able to scroll through a list of decals with the arrow keys is a huge timesaver compared to manual placing them on the map just to see what they are.


Kekoulis

Posted 27 September 2019 - 12:51 PM

 

3. convert them all to tga so the mission editor preview feature will work


Actually you're better off having them as DDS. The reduced file size of DDS will improve performance on larger maps that use loads of decals.

 

This.^^

And for the FX,you can go for JPGs.

TGA will also take far more space.


Kasrkin84

Posted 27 September 2019 - 07:49 AM

3. convert them all to tga so the mission editor preview feature will work


Actually you're better off having them as DDS. The reduced file size of DDS will improve performance on larger maps that use loads of decals.

EzArIk

Posted 25 September 2019 - 01:29 PM

I agree with this idea, (I'm hoping to accumulate something similar for useful SCAR functions in future, when I get chance, it's a pity we can't do this for useful models / animations too)


Kasrkin84

Posted 30 August 2019 - 08:27 PM

I feel this is an appropriate place for this link: https://www.moddb.co...-mission-editor

Moreartillery

Posted 19 August 2019 - 07:52 PM

This is the UA decals folder, its a mess that makes it very hard for map makers to find what they're looking for. For example jungle decals are spread among a dozen different folders.

https://www.dropbox....wu/old.JPG?dl=0

 

So I made a new folder and reorganized it in a more logical way. My goals were

1. sort everything into a tileset, assets that are commonly shared between tilesets (like craters) have their own folder

2. reduce the total number of folders to a manageable level

3. convert them all to tga so the mission editor preview feature will work

4. Give them all descriptive names

5. eliminate duplicates

 

Before and after pics

https://www.dropbox....wu/old.JPG?dl=0

https://www.dropbox....xm/new.JPG?dl=0

 

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Future goals:

I want to put this on something like github so map makers can add new assets to existing folders instead of making new folders. We should encourage modders to add this asset pack to their mods to ensure all maps are compatible with all mods. We also need to reorganize detail maps and environment objects for the same reasons.

 

Before map makers can start using the pack we need to make sure the current filenames and folders are fixed, adding new files is easy but once people start using the files in their maps they can't be changed.

 

Here is a temporary link, I want to reupload this somewhere that allows public contributions. This is just a proof of concept.

https://www.moddb.co...-map-assets-v01


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