:: BnB :: dev :: Commander Rad instruments :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS internet :: twitter.com/GamesBreakfast progress :: + Next model is tile and map targeted + 3D tiles kind of finalized, extra tile textures for extra tile varieties continues + Seamless tile textures are carried out + Seamless tile texture transitions are additionally in (pic) – Some restrictions in what number of various kinds of tiles can exist in a single chunk of the map, which is 15×15 tiles – If there are too many sorts of tile textures in a bit, a checker marks it out with pink containers within the map editor + Map technology now makes use of QGIS, which may output heightmaps and roadmaps on the right scale. This reduces many processing steps + Roadmaps from QGIS are pixel-perfect however nonetheless require some processing and extra capabilities in map technology earlier than they can be utilized – Map technology utilizing tangram heightmapper and literal display grabs of Google maps roads has been binned + With batch processing, technology of base maps for all landmasses on Earth is achievable – Currently have 316 maps within the docket, prepared for additional processing and testing + Now that tiles are just a little extra fleshed out, work for particular biomes can start + Automatic node technology is within the works. These will assist the AI navigate in addition to routinely set begin positions, assets, and map exit factors + Lots of adjustments to the info editor almost about the tile information + YouTube channel soundtrack playlist is right here:
:: BnB :: dev :: Commander Rad instruments :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS internet :: twitter.com/GamesBreakfast progress :: + 3D tiles with seamless textures are in + Textures transition seamlessly + Texture LoD is in + Water is in, could be animated and can even transition seamlessly between various kinds of water – Looks bizarre and is means too vivid, will tweak later. + New grass and tile-linked objects are in. – Grass is simply too darkish and blurred for some motive will tweak later. + Lots of adjustments to the tile information construction to assist the brand new texture, water, and grass methods. + Hammered out how tile decals work, which might be useful for street technology. + Exploring what sorts of tiles are wanted for sure biomes for map technology. + Really making an attempt to unravel street technology utilizing raster maps extracted from QGIS and Open Street Maps. + YouTube channel soundtrack playlist is right here:
:: BnB :: dev :: Commander Rad instruments :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS internet :: twitter.com/GamesBreakfast progress :: + Water height-based rendering added, shallow water, nearer to the shore, is extra clear, whereas deeper water, is extra opaque. (pic) + Multiple sorts of water can exist on a single map (pic) – nonetheless, attributable to rendering points, two various kinds of water textures can’t be adjoining as a result of there cannot be transition. + Props (that are 2D) can now relaxation in water (a 3d aircraft) and be appropriately obscured by one another (pic) + Tiles and water could have metalness and smoothness values (not textures) added. They have coloration and regular textures. + Tile props, which is grass for the time being, has been fastened and may co-exist with water. (pic) – Yes, the present grass is ugly, that might be fastened as soon as the workload tapers off a bit. + Tile height-based tinting added. (pic) + Basic performance for tile decals added. This might be used for roads, blood, craters and different issues (pic) + Map nodes, which gamers and AI will battle over and work together with, have been created. + Map node batch import operate added. + Stat editor up to date to accommodate these varied editions. + Road tile technology workflow has been accomplished. + Road tile decal work has begun. + Hammered out how tile decals work, which might be useful for street technology. + Exploring what sorts of tiles are wanted for sure biomes for map technology. + YouTube channel soundtrack playlist is right here:
:: BnB :: dev :: Commander Rad instruments :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS internet :: twitter.com/GamesBreakfast progress :: + Road tile decal set approaches finalization, normals are carried out as nicely + Road tileset rejigged to be rotated by 45 levels as an alternative of solely 90 levels. Reducing the tile rely a bit. (pic) + Tile decal UVs shrunk in order that the textures might be rotated 45 levels +Tile transitions improved + Node csv importer accomplished, which additionally capabilities for any entities + Node csv import capabilities added to each the map creation and map editor interfaces + Node csv import situation capabilities added. When putting nodes, it might probably detect what kind of tile its on and place the right node accordingly. + Map creation difficulty the place tile varieties are restricted to 4 in every chunk fastened + Tile and tile decal roughness and metalness values added. This takes place of roughness and metalness texture maps. + Exploring what sorts of tiles are wanted for sure biomes for map technology. + Gonna begin pumping out maps like loopy quickly. + YouTube channel soundtrack playlist is right here:
:: BnB :: dev :: Commander Rad instruments :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS internet :: twitter.com/GamesBreakfast progress :: + Make maker decal import is carried out. + Roadmaps can now be resolved and imported as decalsĀ has been carried out. – The implementation of the roadmap decision signifies that the street decal tiles will seemingly must remade. – There’s a way that actually yields all doable preparations of the street, so we’ll simply make all doable variants. + Map node import csv now has textual content portion separated out as a i18n file. This will assist with including languages in future, and mirrors our UI work. + Map importer can now learn textual content and information connected to particular nodes. – Some nodes on maps could have city names and inhabitants connected to them, which can have an effect on AI habits and gameplay in future. + Conditions could be set in map node csv in order that commonplace units of map nodes could be generated for maps. + Biomes launched, a biome is simply a regular set of directions for the heightmap to tilemap technology course of. + Arctic biome created + 316 maps, principally within the Greenland, Nunavut, Franz Josef Land and Severnaya Zemlya. – These maps are all desolate arctic maps, so is an effective set for a check of map creation nodes, biomes, and batch processing. + The large quantity of future maps would require a separate map pack. + The core sport in future will primarily include maps with cities and such and fewer full wilderness. + Most core capabilities for 0.07 and even 0.075 have been carried out. Which is 1 month forward of schedule. + YouTube channel soundtrack playlist is right here:
:: BnB :: dev :: Commander Rad instruments :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS internet :: twitter.com/GamesBreakfast progress :: + New software that enables customization of UVs for tiles inside the editor. This helps making the tile decals simpler – Gonna go away decal and street work to the facet whereas I end engaged on biomes and world map technology + Expanded the csv import capabilities so as to add some map information for the map generator. (vid) + With the import capabilities, the csvs, plus the heightmap, tilemap and roadmap, the duty of producing world maps may be very quick per map. + The final objective is to create sufficient maps to cowl the ENTIRE world. – Should quantity to lower than 75k maps. Most of those are wilderness, and might be included in a separate map pack. + Open map folder characteristic has been added to assist future map pack implementation. + Bug with height-based tile tinting has been fastened. + World map can now accommodate maps which might be a number of long-lat grid squares. (vid) – This is required for the arctic, but in addition for maps with skinny shorelines that have to be mixed with an adjoining map. + Named map nodes (cities, army outposts, and so on.) could be displayed in-game and edited within the map editor + A generated map_info.csv file will insure that each one maps have a novel identify and distinctive map description. + All core options for model 0.07 and 0.075 have been accomplished. Just wants to repair bugs and grind out some maps. + Work on model 0.08, which revolves round altering the entire navigation system to movement maps, has begun. + YouTube channel soundtrack playlist is right here:
:: BnB :: dev :: Commander Rad instruments :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS internet :: twitter.com/GamesBreakfast progress :: + Streamlining map technology workflow. Created about 37 maps in 2 hours, however they’re all wilderness. – Per-map creation environment friendly will rise tremendously as we transfer into the North American and Eurasian mainland. Coastal maps take extra work. – The Ultimate objective is to create maps overlaying your complete world. + Gonna end up this spherical of map creation and go repair the decals subsequent. + Two biomes created, Tundra and Polar. 0.07 will solely have these two on prime of the default one. + Map entities import operate can now have circumstances like ‘do not place when tile is water’. + Per map map tinting operate added. Adds just a little little bit of visible selection. + Bugged the Love2D devs to repair an issue with the .dds file format. They lastly stated they’d repair it within the subsequent model. + All core options for model 0.07 and 0.075 have been accomplished. Just wants to repair bugs and grind out some maps. + Work on model 0.08, which revolves round altering the entire navigation system to movement maps, has begun. + YouTube channel soundtrack playlist is right here:
:: BnB :: dev :: Commander Rad instruments :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS internet :: twitter.com/GamesBreakfast progress :: + map rely: 103 + workflow for technology of wilderness maps finalized for now + added assist for folders within the maps/world folder to assist with group + Fixed bugs and issues in workflow to correctly import node / city names and their populations + Added one other capabilities that forces technology of entities regardless if tiles are slanted or not + Work switching pathfinding over to flowmaps has begun. This would possibly take 2 months to do. Yikes. (pictured) – This ought to considerably enhance the pathfinding velocity, particularly for extra sophisticated maps. + Added a system for flowmaps that blocks some or all models for traversing if there may be an overpass that’s too low. (pictured) + Fixed some minor bugs and tweaked UI a bit. + Resuming decal work for roads. + All core options for model 0.07 and 0.075 have been accomplished. Just must hunt bugs, grind maps, and end decals. + YouTube channel soundtrack playlist is right here:
:: BnB :: dev :: Commander Rad instruments :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS internet :: twitter.com/GamesBreakfast progress :: + Remade the 6 maps of Crete utilizing the brand new workflow however with roads. Looks cool, however the roads are nonetheless a bit bizarre. + map rely: 109 + Made vital progress with street decal technology. Redid all of the street decals too. (see progress in pic) – Gonna enhance the street decal design and higher normals at a later date. + Added a very cool debugger for street tiles and different decal work. + Work with switching pathfinding over to flowmaps continues. Progress is nice, however would possibly want one other 2 months or so. + Outputted model 0.07 for launch, however there is a bug with the discharge construct, so we have to iron that out first. + With luck, launch of 0.07 this week. + 0.075, which can simply be bug fixes and extra maps, could or could not occur. + YouTube channel soundtrack playlist is right here: