[Map] River Fight (v 1.1) (fixed)

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Markuss
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[Map] River Fight (v 1.1) (fixed)

Post by Markuss » Wed Feb 13, 2013 12:03 pm

1.1 - adjusted the water textures to work well with 'post effects' enabled.

WATER!!! (works better with antialiasing)

I don't usually do gameplay in my levels, but theres a little in this one...

Used shaders made by zramuliz and sounds from Gyrth's Air Temple level ^^

Files: http://www.markstockton.com/misc/RiverFight.zip

Image
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(Creative Commons Attribution-NonCommercial 3.0 Unported License)
Last edited by Markuss on Sun Nov 22, 2015 10:34 pm, edited 7 times in total.

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akazi
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Re: [Map] River Fight

Post by akazi » Wed Feb 13, 2013 12:43 pm

Man this is just so amazing! :o Great work as always.

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RagdollZombie
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Re: [Map] River Fight

Post by RagdollZombie » Wed Feb 13, 2013 1:25 pm

WOW! This looks awesome! I can't wait to play it!!! :D

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Constance
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Re: [Map] River Fight

Post by Constance » Wed Feb 13, 2013 5:41 pm

Excuse my profanity, but I will have to inquire upon this marvelous work with a rowdy additude.

HOLY SHIT FUCKING OH MY GOD THAT IS SO AWESOME

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Gogg.B1
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Re: [Map] River Fight

Post by Gogg.B1 » Wed Feb 13, 2013 6:03 pm

Amazing map, easily one of the best looking maps in the game so far. It looks very professional, keep up the good work.
Also its good to see that your making more models for the community, the Rocks in here look really good and im sure they will come in handy for people. Thanks for the map

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Markuss
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Re: [Map] River Fight

Post by Markuss » Wed Feb 13, 2013 6:45 pm

Gogg.B1 wrote:Also its good to see that your making more models for the community
yeah, just wish more people used them.

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Anton
pretty cool guy
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Re: [Map] River Fight

Post by Anton » Wed Feb 13, 2013 7:07 pm

Markuss wrote:
Gogg.B1 wrote:Also its good to see that your making more models for the community
yeah, just wish more people used them.
We'll be fixing that very soon... I promise!!!

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akazi
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Re: [Map] River Fight

Post by akazi » Wed Feb 13, 2013 7:22 pm

Anton wrote:
Markuss wrote:
Gogg.B1 wrote:Also its good to see that your making more models for the community
yeah, just wish more people used them.
We'll be fixing that very soon... I promise!!!
You can fix the issue with people not using them?! :shock: You guys really are gods. :o Really though, I assume you mean SUMlauncher. I can't wait! (screechs)

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Aaron
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Re: [Map] River Fight

Post by Aaron » Wed Feb 13, 2013 7:26 pm

akazi wrote:You can fix the issue with people not using them?! :shock: You guys really are gods. :o Really though, I assume you mean SUMlauncher. I can't wait! (screechs)
It's stuff like this that inspires us to get.....things done faster ;)

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EPR89
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Re: [Map] River Fight

Post by EPR89 » Wed Feb 13, 2013 8:57 pm

I think my system is having some trouble with shaders since the last few updates (since a195). I can't see the plants (leaves on bushes and trees) and in this level I don't get the water effects, but a few errors before the level starts about ScrollingAlpha vert and frag files in the GLSL folder.

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Markuss
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Re: [Map] River Fight

Post by Markuss » Wed Feb 13, 2013 9:39 pm

EPR89 wrote:I think my system is having some trouble with shaders since the last few updates (since a195). I can't see the plants (leaves on bushes and trees) and in this level I don't get the water effects, but a few errors before the level starts about ScrollingAlpha vert and frag files in the GLSL folder.
sorry to hear that, i've been having trouble recentely, but not the same trouble as you, i've been using a194 to build this level, the shaders work in that for me.

i've just fixed a problem with the ground textures, people who already downloaded can re-download it if they want the detail maps to show up correctly. (also did a bit of gameplay balancing)

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Jaz
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Re: [Map] River Fight

Post by Jaz » Thu Feb 14, 2013 12:11 am

akazi wrote:
Anton wrote:
Markuss wrote: yeah, just wish more people used them.
We'll be fixing that very soon... I promise!!!
You can fix the issue with people not using them?! :shock: You guys really are gods. :o Really though, I assume you mean SUMlauncher. I can't wait! (screechs)
SUMLauncher? I thought their plan was to chain us all to chairs and hypnotise us. :/

Anyway, this map really does look incredible.
May I ask...
HOW DID YOU MAKE WATER?!!!!

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Endoperez
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Re: [Map] River Fight

Post by Endoperez » Thu Feb 14, 2013 1:43 am

Markuss wrote:
EPR89 wrote:I think my system is having some trouble with shaders since the last few updates (since a195). I can't see the plants (leaves on bushes and trees) and in this level I don't get the water effects, but a few errors before the level starts about ScrollingAlpha vert and frag files in the GLSL folder.
sorry to hear that, i've been having trouble recentely, but not the same trouble as you, i've been using a194 to build this level, the shaders work in that for me.

I believe it's got something to do with Tangent-space normal maps. The plants are TAN at least, and the water could be as well.

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RagdollZombie
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Re: [Map] River Fight

Post by RagdollZombie » Thu Feb 14, 2013 11:32 am

EPR89 wrote:I think my system is having some trouble with shaders since the last few updates (since a195). I can't see the plants (leaves on bushes and trees) and in this level I don't get the water effects, but a few errors before the level starts about ScrollingAlpha vert and frag files in the GLSL folder.
I get that same problem too... But I also have another problem...I use a196 right now but every time i save a level,when i go back to that saved level it looks like the items that I placed there get a strange shadow glitch on them... and it wasn't like that when i exited the level... I haven't been having this problem until I was able to save levels again. I got the level saving to finally work by clearing the SUMLauncher cache. I think it was because for some reason the Overgrowth directory needed administrator rights even though i already had that. It wouldn't let me save xmls directly to the game because of that. I found that clearing the SUMLauncher cache made it ask me to specify my alpha key again and overgrowth's directory and after that it fixed that problem. But as i said earlier when i put objects in a level and save it, when i come back to the level this happens:
shadow glitch.png
When calculating the shadows i get EXTREME computer lag(so bad It takes 5-10 seconds just to move the mouse to a different spot) untill it is done. I usually never get computer lag at all when it calculates anything. Overgrowth doesn't respond untill its done but thats it. The result of the shadow calculaing isn't much better than without:
shadow glitch 2.png
also it seemed to take a lot less time calculating shadows (though maybe that could be because on the dead volcano map most of the shadows are already calculated)

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spudy
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Re: [Map] River Fight

Post by spudy » Thu Feb 14, 2013 12:39 pm

Holy crap Markuss once more you have made amazing models for overgrowth well done.
Water was badly needed for overgrowth.
The rocks trees and grass look awesome to cant wait till I got time to make a map with these models. Keep up the good work :wink:

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