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It's much more familiar to work on the "TIFF/PNG→DDS" stage in it than in GIMP - but it generated all those damned mipmaps poorly, and for them I had to go to GIMP - imho the problem with Paint•NET is its imperfect DXT5 compression mechanism (the Krita plugin you mentioned earlier had a similar problem before btw)
I also banged my head, but - alas - the plugin can only ITSELF generate mipmaps - which I need custom.
These are precisely the zoom layers, which in v.2 should have different detail and notations - and the first layer (mip0 - the strongest zoom) - should not have any redundant information at all, except for the exact relief, scale close to native.
And at the moment I am experiencing a real pain in the ass from the mipmap shifts generated by the insertion tool when using the Ps plugin from Nvidia.
Sorry for longread. xD
I've been using GIMP lately for .dds but yeah it's not great...
Regarding DDS, I'm currently drunk and stupid and rocking out to spotify and cleaning chinchilla cages for chinchillas that aren't even mine. So it may be wise to ignore everything I say after this point. I briefly looked into DDS editors (and then cross referenced with Krita, as that's the graphic tool I'm currently using the most) and I found this DDS exporter plugin https://krita-artists.org/t/python-plugin-dds-support-windows-only/73488 but.. you know what, after typing that out, I feel like that's probably not the deep editing you're after 🤣. But I wish you luck, and your efforts are appreciated.
Ladies and gentlemen! Your comments will be taken into account when I release v.2 — as soon as my damn real job gives me a break after two months of crunch for at least 3 days in a row ahaha
By the way, I would still appreciate a suggestion for a more convenient alternative to the "Photoshop+NVidia TexTools Plugin" bundle for deep editing of DDS textures, because I find the current solution a bit "cumbersome" and a bit buggy.
Maybe someone of you knows a good graphics tool with a better implementation of independent access to DDS texture mipmap layers? GIMP3.0, alas, still hasn't eliminated the limitation of full mipmap regeneration on export, alas.
Add zone labels and this'll become the best map for sure.
The first 3 in particular, have pretty nice labeling. But when zoomed in, there's no comparison. It gets pretty blurry, and makes me question their accuracy. Meanwhile, Satellite map is more detail oriented while still having zone labels, and even some color coding. But gives off a drawn topographical map feeling, that's kinda hard to get used to.
If this mod had zone labels (and optionally any other popular features the other maps have), it'd be pretty hard to beat! I'd be using this for sure - and I may anyway, just to see how long I can go without labels/color coding.
BTW! I haven't asked people outside of our Discord about this before, but do you think it's a good idea to put zone names literally in the center of each one - but make them only visible at high zoom?
I noticed that the map interface in Kenshi uses dds mipmaps , and I was thinking about experimenting with putting zone names EXACTLY IN THE MIPMAP LAYERS , this should /theoreticaly/ hide them when you zoom in, and reveal them when you zoom out.
How do you like that, @Wyr ?
I'm currently making a list of all the names I'll need, + those that are purely lore-related, like "Heng's Tail" zone, i think...
Could maybe just pull inspiration from Nice Map, pick a fitting font and do smth similar? The zone names are pretty unobtrusive there