Cliffs, Waterfalls, Rivers on the Mountains.

Cliffs, Waterfalls, Rivers on the Mountains.

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Super Mario
Posts: 823
Joined: 21 Oct 2008, 02:54

Cliffs, Waterfalls, Rivers on the Mountains.

Post by Super Mario »

I never seen them in any maps, I want to see some water that doesn't have the same height as the other water in the same map. I also want to see some cliffs and a water fall falling from it. I mean come on guys, dose these map limitations bother you?
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Re: Cliffs, Waterfalls, Rivers on the Mountains.

Post by SinbadEV »

Super Mario wrote:I never seen them in any maps, I want to see some water that doesn't have the same height as the other water in the same map. I also want to see some cliffs and a water fall falling from it. I mean come on guys, dose these map limitations bother you?
Short answer, yes... however if the choice is between modeling fluid dynamics on deformable terrain in realtime for a visual effect and having the game run at a reasonable frame rate... the choice is clear.

Meanwhile, you can't really expect navel battles on a river with a waterfall in it so faking those effects would be doable...
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: Cliffs, Waterfalls, Rivers on the Mountains.

Post by hunterw »

super trollio
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: Cliffs, Waterfalls, Rivers on the Mountains.

Post by hunterw »

imposible to do all that shit without ground-up code rewriting
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Cliffs, Waterfalls, Rivers on the Mountains.

Post by Argh »

I am fairly sure I could do it now, but it's a major pain in the ass. Use typemaps and some Lua + some shaders.
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hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Re: Cliffs, Waterfalls, Rivers on the Mountains.

Post by hrmph »

pro troll is pro.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Cliffs, Waterfalls, Rivers on the Mountains.

Post by PicassoCT »

How about invisible, neutral comanders who nanolith downhills? Dirty workaround Waterfalls..

Now for the diffrent waterlevels.. as there can only be one, ocean water level.. lets make the highest river the ocean level- and every ship, shipyard or unit built below that level (were the water is wellhidden) is amphibious or a sub, fixed to height..now if we hardcode this, i am shure future spring programmers will sumon cthullu to hunt us down for the sins of the past... ;)

Or just hide a animated Texture of falling sand behind loads of fog.. who needs particles anyway (okay the fog, but that is not the point)

Or we could add passthroughable waterplanes, which could be reclaimed, by Units named mose... ;)
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Cliffs, Waterfalls, Rivers on the Mountains.

Post by Argh »

Waterfalls are easy.

The hard part is the "rest of it". I just don't think I can justify the time to implement this right now.
Super Mario
Posts: 823
Joined: 21 Oct 2008, 02:54

Re: Cliffs, Waterfalls, Rivers on the Mountains.

Post by Super Mario »

Well I want to make a mountain with rivers following though in and out of the thing without effecting the entire map.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Cliffs, Waterfalls, Rivers on the Mountains.

Post by Argh »

Well, then learn to Lua and GLSL, or wait for somebody to want the feature badly enough to do it themselves :-)

I may get to this, in a month or two. But that's a "may", not a "will". I'm not terribly interested in this feature, but I can see how it might make a map look pretty cool.

BTW, anybody wanting to mess with this... my thought is... use Lua to reshape the terrain a bit. Get the normal vector of a quad based on the corners.

If there are any adjacent quads of water, match their vertices' heights, so that all interior quads are at the proper height, i.e., no "stepping".

The final result is a simple display list, which you can then shade with GLSL.
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