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Serious Sam Revolution An updated and streamlined version of Serious Sam Classic featuring a combined campaign, new multiplayer features, Steamworks, VAC, and a lot more.

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Old 03-27-2016, 10:36 AM   #241   Add To Ignore List  
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Old 03-27-2016, 10:42 AM   #242   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Damn I wish I had your skills when it comes to level design, it looks awesome

But stars texture in skybox looks kinda too big imo.
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Old 03-27-2016, 10:44 AM   #243   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Yeah, generally you shouldn't stretch skybox textures.

But otherwise this is impressive, keep up the good work.
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Old 03-27-2016, 11:16 AM   #244   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Looking really cool. Can't wait until you're finished.
Quote:
Originally Posted by PikaCommando View Post
Yeah, generally you shouldn't stretch skybox textures.

But otherwise this is impressive, keep up the good work.
The stars aren't part of the skybox texture, it's a second layer. But I agree, stars aren't that big in the sky.
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Old 03-27-2016, 12:46 PM   #245   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Nice detailed cuts. Pretty impressive.
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Old 03-28-2016, 10:32 AM   #246   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Thank you guys for the feedback

Here's another one. Finally we can see some curves here.. iYKwIM topkek.

The terrain entity is so freaking easy to use, and I just knew about it now..
Strange thing is that in the q menu there's a black block.
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Old 03-28-2016, 11:09 AM   #247   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Beautiful
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Old 03-28-2016, 11:45 AM   #248   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

0/10 no boob shaped mountains

https://upload.wikimedia.org/wikipedia/commons/thumb/b/b8/Hills_on_Mykonos.jpg/250px-Hills_on_Mykonos.jpg
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Old 03-28-2016, 11:56 AM   #249   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Quote:
Originally Posted by PikaCommando View Post
0/10 no boob shaped mountains

https://upload.wikimedia.org/wikipedia/commons/thumb/b/b8/Hills_on_Mykonos.jpg/250px-Hills_on_Mykonos.jpg
boobs can be flat too
pettanko ftw
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Old 03-28-2016, 12:36 PM   #250   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Very nice, you really get the impression the architecture has sunk into the sand.
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Old 03-28-2016, 02:45 PM   #251   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Quote:
Originally Posted by Discy View Post
Very nice, you really get the impression the architecture has sunk into the sand.
Hey, Discy. Can you help me for a thing?
I need to make the end part of the map:
  • go to next level
  • save score
  • make invisible the levels that are after that
When I did it myself, it crashes right after i triggered the world changer entity
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Old 03-28-2016, 03:09 PM   #252   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Well I ain't no Discy but I think I can help you.
You need touch field or something different to start trigger, 1 or 2 player action markers and of course dem triggers.

1.Place player action marker and set action to record stats and second marker if you want computer to appear at level end and set it to show stats.
2.Place and set up world link entity
3. Place trigger and set target01 to world link and make it slighlty delayed (change "wait" option to something about 0.2 or 0.3)
4.Select player action marker with SaveStats action and set its target to second player marker. Then set "trigger" to trigger that you placed before.

I hope that you get what I mean, I'm pretty bad at explainig stuff
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Old 03-28-2016, 04:00 PM   #253   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Quote:
Originally Posted by DrTr1gger View Post
Well I ain't no Discy but I think I can help you.
You need touch field or something different to start trigger, 1 or 2 player action markers and of course dem triggers.

1.Place player action marker and set action to record stats and second marker if you want computer to appear at level end and set it to show stats.
2.Place and set up world link entity
3. Place trigger and set target01 to world link and make it slighlty delayed (change "wait" option to something about 0.2 or 0.3)
4.Select player action marker with SaveStats action and set its target to second player marker. Then set "trigger" to trigger that you placed before.

I hope that you get what I mean, I'm pretty bad at explainig stuff
He's almost correct. The short version is that an end of level sequence looks like this:

  • PlayerActionMarker with action set to ShowStats, let's call it Marker1.
  • PlayerActionMarker with action set to RecordStats, and the wait property determines the par time in seconds. So 3600 means 60 minutes (60 secs * 60 minutes), and let's name it Marker2.
  • A WorldLink entity, set the world property to the wld of the next level. Let's name it Link1.


Now trigger Marker1, set target of Marker1 to Marker2 and then set trigger of Marker2 to Link1. When triggered, NETRICSA will open, showing you your stats and then go to the next map when you exit.

Here's some extra info: In the WorldLink don't use the "store world" option because it's pretty broken. Set type to "absolute", because if you set it to "relative" then it will spawn you at the co-ordinates where you exited the previous level. Also, the "group" option looks for a PlayerMarker with that group set in the next world. For example, if you set group to "test1" in WorldLink and in the next map set the group of a PlayerMarker to "test1", then exiting through that level will spawn you at that PlayerMarker. That's how Croteam lets you keep items between levels.

If you want to end the game, don't use a WorldLink and no marker with action set to "ShowStats". Put a PlayerActionMarker with action set to EndGame, and set the target of the marker with the RecordStats action to the EndGame marker.
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Old 03-29-2016, 07:56 AM   #254   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

thank you so much guys
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Old 03-29-2016, 08:42 AM   #255   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Actually, I might have mixed those two up. RecordStats comes before ShowStats. Sorry..
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Old 03-29-2016, 08:47 AM   #256   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Oh, okay then.
Another thing..how to set up grass and put it in specific areas?
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Old 03-29-2016, 02:34 PM   #257   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

You mean something like this?

http://i.imgur.com/XTYr2yRh.jpg
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Old 03-29-2016, 02:55 PM   #258   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Yea, exactly
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Old 03-30-2016, 03:06 PM   #259   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Ok here's my way to do it:

1. Place "Environment particles holder" entity somewhere around place where you want grass to appear.

2. Place "World settings controller" entity in your level.

3. Select background viewer and set world settings controller that you just placed in it's "Worls Setting Controller" tab.

4. Select your World Settings Controller and specify env. particles holder in corresponding tab.

5. Now it's time to set up your env. particles holder. I won't go through all the settings, just the ones to make it work. First change its Type from "none" to "Growth".

6. You need to set texture for your grass in Particle Texture tab. (You can find one in "All_02.gro/Textures/Effects/Particles/GrassBig.tex")

7. Now the fun part. Setting the Height map. To be honest I have no idea if it's possible to make grass not appear in certain locations so I used little trick to hide it under ground.

8. Make solid boxes in areas you WANT grass to appear like so:
Note: Remember height of boxes you make!

http://i.imgur.com/CQqiTuzh.png

http://i.imgur.com/7XCU3r5h.png

9. Now select all polygons in area you want grass in and in right click menu select Export Displace Map

http://i.imgur.com/9ihHfwdh.png



Now enter dimensions for your displace map to generate. Higher numbers give better result on edges but produce bigger file.
Save it and make generated .tga file into texture.
http://i.imgur.com/WPc6SVeh.png

10.You can delete boxes after that.
Now on Env. Particles holder in tab "Height map" select .tex file that you just made.

11. Select "Height map box" tab and set it so the green box covers area in which you want grass. In my case it's whole map so it looks like this:

http://i.imgur.com/Tp9njONh.png


12. And final step: Move Env particles holder under ground to match your boxes height but in negative number. My boxes were 16 units tall so i moved my env particles holder to -16 on Y axis

http://i.imgur.com/Cy0bd2Rh.png


Pretty sure that it's all. The grass should look something like this after some settings tweaking:

http://i.imgur.com/wsIEOWih.jpg


If you go under the ground you'll see what really is going on

http://i.imgur.com/Q4mrJeKh.jpg

Well it's not too complicated but my explaining skills are poor so if anyone want to make "user friendly" version of what I just said feel free to do so

Pretty sure that Discy will know better way to do it though
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Old 03-30-2016, 03:34 PM   #260   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

You could also modify the displacement texture in Photoshop or the like to finetune it manually, then you don't have to create those blocks. Also, you don't have to select all the polygons, you can just select the ones you want. I believe that also gets marked on the texture, but I'm not entirely sure.
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Old 03-30-2016, 04:43 PM   #261   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Quote:
Originally Posted by Scratch View Post
You could also modify the displacement texture in Photoshop or the like to finetune it manually, then you don't have to create those blocks.
Yeah but making blocks has two advantages.
First - you don't have to guess where are the areas you want to have no grass. They're baked automatically.
Second - You get exact Y axis placement for env. particles holder.

But if you want more control I think best thing to do is bake height map in editor and then edit it manually in photoshop or gimp.
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Old 03-30-2016, 06:31 PM   #262   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Yes of course, it's better in the case of having a layout like you have, I'm just saying it's possible in other ways too
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Old 03-31-2016, 03:49 AM   #263   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

I remember there was an article about the grass.
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Old 03-31-2016, 02:10 PM   #264   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

I've edited the height map texture, because I've deleted the heights that I don't need.
The whiter it is the higher it is, right?

The grass still doesn't compare in the map. I don't think that it's from a bad setting config (tried palenque and the grass are there)
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Old 03-31-2016, 02:21 PM   #265   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Quote:
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I've edited the height map texture, because I've deleted the heights that I don't need.
The whiter it is the higher it is, right?
Theoretically yes, but there's also green and blue color. But I don't know what exactly they do.
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Old 03-31-2016, 03:54 PM   #266   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

I think darker = higher. Try with different nuances of one color.
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Old 03-31-2016, 05:23 PM   #267   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Looking pretty good so far! Oh, and 1 more thing: For the height maps, darker = lower, and brighter = higher. I haven't known about green and blue though, so I might look into that.
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Old 04-01-2016, 06:15 AM   #268   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Quote:
Originally Posted by DrTr1gger View Post
Theoretically yes, but there's also green and blue color. But I don't know what exactly they do.
Quote:
Originally Posted by Serious Sam(BG) View Post
I think darker = higher. Try with different nuances of one color.
Quote:
Originally Posted by Robert Freeman View Post
Looking pretty good so far! Oh, and 1 more thing: For the height maps, darker = lower, and brighter = higher. I haven't known about green and blue though, so I might look into that.
You guys are close, but no cigar.

A height map or terrain map is a greyscale tga file you can use to make terrain. Black is the lowest point and white is highest, we've all used it before. You can use any paint program or SEMT to make one.

A top map or texture map is the terrain texture you paint on a terrain. You create a flat brush just as big as the terrain above it, apply the texture to that and then use projection mapping (M and U keys) to paint the texture layers on your terrain.

Now what you are all talking about is a displacement map, or just displace map. This is a tex file used to define where grass growth is and is not applied, and where rain/snow does and does not fall. Here's a quick tutorial:

  • Select all polygons you want to have growth on, then right click and select "export displace map".
  • In the next menu select 256x256 or 512x512 (I prefer 256x256), because it takes a long-ass time to render otherwise.
  • Don't forget to check "High Resolution (16 bit)", otherwise it will render a greyscale image.
  • Once done, you have an image with your selected area rendered in blue and green you will start working on.
  • Now it's important to press ctrl+L in the editor, and find these lines: "Export displace map... Min: (-52f, -16f, -612f), Max: (-12f, -14f, -596f), Delta X=0.614643, Delta Z=0.244141".. Write these down, these are your bounding box coordinates.


Now a quick rundown of what the displace map actually does. The blue and green channels represent where the growth is applied, don't mess with this. The red channel is used to select a texture in case of grass. Because default grass texture is divided in 8 parts, every 32 bits of the red spectrum represents one texture (256/8). The alpha channel represents shading, any value from 255 (white) to 1 (very dark) represents how bright the grass appears on that area, while 0 (full black) doesn't render the grass on that area. So if you create a black spot there will be no grass (or rainfall/snow) there.

So let's continue.
  • Open your displace map in Photoshop (or a related image editing program) and select the red layer.
  • Use Filter -> Noise -> Add noise and change the values until it looks speckly. Now press OK and you're done with that.
  • Add an alpha mask and use the info I gave you to apply shading and make certain parts not have growth (like where trees and structures are).
  • When you're done, save it.
  • Select "Create Texture" in SEd and select your displace map tga. I set size to .25x.25, not sure if it has any effect. Don't forget to flag "Preserve 32 bit quality" and create it.
  • Now put an EnvironmentParticlesHolder in your map at 0,0,0. This is important, because the coordinates I told you to write down assume the base area is 0,0,0.
  • In "Height map box", set the coordinates you wrote down. The coordinates I gave in my example should be entered like this: X: "-52 -16", Y: "-16 -14", Z: "-612, -596".
  • Set the Height Map to the displace map texture you made.
  • Don't forget to link the WorldSettingsController to the EnvironmentParticlesHolder.
  • Set Particle Texture if you're using grass to the grass texture and don't forget to set the "Growth map tile X" and "Growth map tile Y" properties to 4 and 2 to indicate how many grass tiles are in the texture.
  • Then just play around with the rest of the values until you're happy.


Keep in mind that the growth only shows up when you're testing, not in the editor! It is possible to keep the tga open in Photoshop, make changes, save it and recreate the texture on the go without having to close the file.
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Old 04-01-2016, 12:45 PM   #269   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Thanks again Discy. I really appreciate the time you've put to explain to me.
I've uploaded a demo in the workshop
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Old 04-01-2016, 10:02 PM   #270   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

That should be in a tutorial thread somewhere if it isn't already.
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