Thygrrr's box of Cool Tools™
This is a spinoff from my "1st map" thread
here. Not much to see there, I'm still busy sorting out a good workflow between my tools and the Map Editor.
Milk wrote:
okay first off, i'm a big fan of your map! it's, even in its limited form, awesome!
so i was just wondering... what do you use for making maps again? is itbetter than photoshop? how to you inport/export..?
thanks..
milk
Thanks for the friendly feedback! (why didn't you post it in the thread so everybody can share?)
Anyway, I synthesized the heightfield using
Terragen, which is a terrain generator, free for personal use. I imported it after some re-scaling attempts, then smoothed and edited it here and there to add the river beds and some of the isles. Terragen has been used to create maps and tilesets for Total Annihilation by various community mappers.
Official site:
http://www.planetside.co.uk/
Nice gallery:
http://www.nightqueen.de/photogallery.php?album_id=2 ... I believe
this picture would be an awesome supcom landscape - and not to mention
this one (both made solely using Terragen).
An alternative Terrain Generator I've had good results with in the past (not yet for SupCom) is
L3DT, which takes a wholly different approach to heightfield synthesis than Terragen, but has some neat functions for specific features like craters and peaks. Takes a while to wrap your head around the lengthy step-by-step process, but is certainly worth it.
(thanks for muf_dvr for mentioning it)
Official Site:
http://www.bundysoft.com/L3DT/
A map I quickly hacked together with it:
pic1 and
pic2
I also use
XnView for smaller graphics processing jobs (edge detect, etc) amd fast image viewing. It can save and open .DDS files, so it's really useful in the SupCom context.
Official site:
http://xnview.org
Alternatively, I use
Irfan View, which is similar, slightly less powerful in some areas (and slightly more powerful in others). It's faster as a viewer, but less robust UI-wise, and some of its colour reduction routines aren't as accurate and slightly affect the brightness of the image (bad when you're working with advanced heightmaps or bitmaps with areas that need to be 100% accurately shaded).
Official site:
http://www.irfanview.com
For more complex, non-texture graphics work (like, logos and icons), I use
Paint.NET and the awesome
GIMP. Both are free and very powerful - Paint.NET is a good pixel graphics program, and the GIMP is a free alternative to Photoshop.
Official sites:
http://www.getpaint.net/ and
http://www.gimp.org
Last, but not least, I enjoy using
Texture Maker (formerly known as i-Tex) for textures, maps, and height/bump maps. It's great for everything from generation to processing, editing, refinement and generation of derived data, such as bump- and normal maps. It's an absolutely awesome program I can't even start to describe. I own a professional license and am very, very, very happy with it.
Official site:
www.texturemaker.com
Great examples of what it does:
here and
here and
here and
here and
here
Texture Maker is perfectly suited to import, edit and export all sorts of maps that the SupCom Map Editor imports, edits and exports itself. Terragen is less flexible in some places, but it has strong focus on terrain synthesis, a lot better than Texture Maker in some aspects - and definitely more "purist", if all you want is a raw initial heightfield that really feels like a landscape. Of course you can combine them to get the best of both worlds!
P.S.: Be warned - some of these tools mentioned here are incredibly powerful, which unfortunately means they have a very steep learning curve.
EDIT by CoreComm: Sticked for great justice!