Tremulous Forum
Media => Mapping Center => Topic started by: f0rqu3 on April 10, 2007, 09:24:23 pm
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http://www.youtube.com/watch?v=bR4Np6bmLm8
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Try - a map created specifically for that video.
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Just in case you need a traduction, the video is called in french "TREMULOUS : Génération de niveaux aléatoires" -> "TREMULOUS : Random map generation".
It's a student project that create terrain maps, based on algorithm.
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Just in case you need a traduction, the video is called in french "TREMULOUS : Génération de niveaux aléatoires" -> "TREMULOUS : Random map generation".
It's a student project that create terrain maps, based on algorithm.
thanks :D and it sounds cool
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need it in trem 1.2:D
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Lol, even these terrain design students had to use ATCS textures for the background... Though it does match the rest of the map so I guess there's no point in making a new background. Looks like a pretty good map to me.. Anyone know if this is ever really coming to tremulous? I think also maybe 2 short underground tunnels would be a nice addition to this map.
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This thread could be useful. In the 2nd promo vid, the one for modDB, what was the map with the fog and the outside and the red that looked martian. Is it unreleased? I know they showed flap before it came out.
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That's Seige.
100% sure.
No...I didn't steal the map when Overflow put his Tremulous directory link up. :roll:
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This thread could be useful. In the 2nd promo vid, the one for modDB, what was the map with the fog and the outside and the red that looked martian. Is it unreleased? I know they showed flap before it came out.
Wasn't that Siege?
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Anyone have a link?
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I could upload it.... but I shouldn't. I don't think OverFlow would want me giving out a link to his unfinished, unreleased map that I shouldnt even have.
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Hello
I'm one of the French students (so please excuse my bad English...) who are working on this projects.
Before presenting the project, I want to say that we are not student in a terrain generation course. In fact our school is teaching us general programming skills (this year oop [java], os an d compilation). Beside, we had to do a "Projet de science de l'ingénieur" (translate into something like : Engineering's skills project). We love Tremulous (but are not very good gamers) and we have an ex professor who happens to like it too. So after a little bit of brainstorming we decided to launch ourselves into this projects.
So what is the project ?
We are trying to do random map generation for tremulous. It's just a bunch of C++ sources which generating a .map file. We compile it/package it into a pk3 and "hop a new map". That was for the theory. At the moment, we have terrain generator, a forest generator, some water, and an algorithm to lay some objects in the map.
In the future we'd plan to have a room and corridor / alien-tunnels generator.
We certainly will be shortly in need of testers (we are not really skilled at playing tremulous [too much coding :( ;) ] ), artwork and help in mastering shaders. A web page presenting the project will be available soon (and better written, I do hope!).
So Stay tuned!!
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Sounds interesting.
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Hello,
I'm the second student on this cool project.
We've tried three maps last friday during a school lan. I join to this post two screenshots made during a match.
See them as a proof of concept, again there's a lot of work. :granger:
(http://img110.imageshack.us/img110/6789/shot0025yt0.th.jpg) (http://img110.imageshack.us/my.php?image=shot0025yt0.jpg) (http://img413.imageshack.us/img413/5144/shot0027qz4.th.jpg) (http://img413.imageshack.us/my.php?image=shot0027qz4.jpg)
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Is it possible to partially generate an outdoor area in .map after which a mapper can perform handwork for including specifics like structures triggers etc?
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Hello,
I'm the second student on this cool project.
We've tried three maps last friday during a school lan. I join to this post two screenshots made during a match.
See them as a proof of concept, again there's a lot of work. :granger:
(http://img110.imageshack.us/img110/6789/shot0025yt0.th.jpg) (http://img110.imageshack.us/my.php?image=shot0025yt0.jpg) (http://img413.imageshack.us/img413/5144/shot0027qz4.th.jpg) (http://img413.imageshack.us/my.php?image=shot0027qz4.jpg)
great I am so happy
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Those are some really cool screen shots. Do you have any dates for when this is going to be tested? I would volenteer... :D
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Is it possible to partially generate an outdoor area in .map after which a mapper can perform handwork for including specifics like structures triggers etc?
At the moment it's what we do! A simple terrain in .map format although I must say that sometimes gtkradiant doesn't understand what we are saying.
In my opinion, I think that with each pk3 that our generator does there will .map (inside or downloadable). But distribution is one of the points that we are still waiting to take position on.
As for a date... soon... After the tests from last Friday we have some work to do but after we will try to setup kind of a "public beta"!
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Thank you! I am really looking forward to this. Your project will help alot of mappers. It's looking good so far, I can't wait. Good job.
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You guys could have the next tremulous terragen on your hand :). I'd really like to see that beta in action.
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The quality of that map is better than that of any human map i have seen. If you guys slapped a purdy interface on it, and uploaded it to sourceforge, the tremulous mapping community would EXPLODE! it would be awesome.
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The quality of that map is better than that of any human map i have seen. If you guys slapped a purdy interface on it, and uploaded it to sourceforge, the tremulous mapping community would EXPLODE! it would be awesome.
For those of you that don't speak Paradox;
Purdy = Pretty
Ps: Paradox aka southern american/western australian (woop woop)
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Where u got this tree models? If u have - post link here pls.
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awesome... nice screenshots!!! the trees look like in WoW :wink:
what about fps?? is that playable or not???
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(I'm the professor heading the project)
If you want to know more about this project you can read articles here :
http://professeurs.esiea.fr/wassner/?Projets
It's in french ...
I post information there for every significant foward steps ...
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Suddenly my french education has some use :)
I see that you have LANs to test performance, gameplay and such. Would it be possible for regular mappers to play with you the next time you have one? I know there will be at least a few knowledgable people on these boards that would love to learn about what you do.
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(I'm the professor heading the project)
If you want to know more about this project you can read articles here :
http://professeurs.esiea.fr/wassner/?Projets
It's in french ...
I post information there for every significant foward steps ...
now this makes us a cool community. we have a professor :D
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These kind of maps look really nice, Can't wait for the open test :) .
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This looks like a very promising project. The screenshots definitely look quite good. We'll have to see how well these maps play, though.
Félicitations! :)
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Looks really good, but I am afraid this specific map is bad in practice. 8)
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hello ! i'm the third student who works on this project .
There is a new video that show our project during a LAN:
please have a look here :
http://www.youtube.com/watch?v=LiqX1YRxJ1A
or here (same video) :
http://www.dailymotion.com/esiea/video/x1vybb_playing-a-generated-map-for-tremulo
Cheers'
:)
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hi! your project looks really interesting. the thing i really liked in trem when i started which disappeared with hours of playing was trying to find the ennemy's baseand getting lost. having random maps could solve that frustration ^^.
i think my teammates could get interested too, we are a french clan (that's why my english sucks) which has a private server to provide. i think you could use it if you want to have somme bigger tests. you can also use our teamspeak server if you want to, it's ts.thcteam.org
come and see us at http://forum.thcteam.org if you want to ;).
cya
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What really concerns me is how you control the vis. A wide-open level like that would lag like hell, unless I'm missing something.
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With their computers, they get 35 FPS (and 20 fps on some others screenshots). Open areas aren't a good thing in Tremulous (look at Transit). I bet this technology could only be use in small areas..
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The vis has been a big issue in the project. We've done many tries to get rid of the MAX_VISIBILTY_ERROR that was plaguing us. After fine tuning, we were able to get under the limit. There are hint brushes on iso-z which I think are helping us to do it (again many tries...)
As for the fps My laptop is a HP Tc4400, it's a great tablet PC :) but it wasn't designed for gaming. So my intel GMA 950 isn't fit to win the fps contest.
As for compilation we're, for the moment, compiling in -fast (the last "...(test)..." in gtkradiant i think ). Which take on my laptop around 5 mins.
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quake3 (and therefore tremulous) is much more taxing on the cpu than it is on the gpu, pretty much any integrated graphics on modern computers will be more than enough for 100+ fps with medium settings.