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 Post subject: Try to keep perspective
PostPosted: 01 Feb 2012, 22:33 
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Joined: 23 Feb 2009, 16:29
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Yes, grass can look nice on screenshots with a commander, but here two construction planes and a missile turret drown in that mega grass. It just looks absurb.

In my opinion it would be better with no grass at all than grass out of perspective. Also, it just looks wrong when that grass doesn't burn, when everything else around it does.


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PostPosted: 01 Feb 2012, 22:41 
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Disagree. Grass density is proportional to the grass detail level set in springsettings. Grass looks awesome and if you have a better way of doing it, feel free to propose code. Also, grass is unsynced atm.


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PostPosted: 01 Feb 2012, 22:52 
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Ok, but let's start from the right end: how the end user experiences the grass. That's what I was talking about.

Then there may be various reasons and ways to achieve the result, as well as many hurdles. But let's start by defining what we want. Code is secondary to that.


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PostPosted: 01 Feb 2012, 23:18 
Journeywar Developer & Mapper
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Location: There is no god - and reality is his prophetess
But in this case, the enduser is far away from the grass, therefore wouldn percive it at all if we made it realistic scaled.
Really, i love the grass, and while i admit that forrestfires and grassfires are needed, i condemn every attempt to shrink it into "realistic" proportions just for the "realism".

tl,dr; Agreed on the fire, disagree on realism. And grass must be big. Realism is boring, and units would have laughable small heads if shit got real.


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PostPosted: 02 Feb 2012, 15:40 
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I should think the best approch would be to shrink the grass as you get closer, and enlarge it as you zoom out.

aGorm


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PostPosted: 02 Feb 2012, 16:15 
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Mapper's choice.

Don't like it? Critique in map thread or make something better!


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PostPosted: 02 Feb 2012, 17:30 
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PostPosted: 02 Feb 2012, 18:08 
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Only thing that absorbs there is those uglyass models, and that is just good thing!

Let the grass grow...


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PostPosted: 02 Feb 2012, 18:21 
Journeywar Developer & Mapper
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get into deep grass and you are fucked
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There i am always preachin about e-fence, but nobody listens, noone understands.
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PostPosted: 02 Feb 2012, 21:46 
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smoth wrote:
Mapper's choice.

Don't like it? Critique in map thread or make something better!


This is a map creation forum. Its purpose is to contain information useful for mappers. Think of it as guidelines. My feedback is not about one sole map, it's about a style of making maps. I don't claim to represent one single truth either, I just said what I thought.

Mapmaking is a form of art, so yes, we cannot make rules about it, and yes, it's up to the artist to do what he pleases.

Is there a difference between good and bad taste? Yes, there is.


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PostPosted: 02 Feb 2012, 21:55 
Journeywar Developer & Mapper
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Well, the problem is, how to properlie represent burning grass? Some particles, flames? A selfiluminated texture, going from top to bottom with a colour gradient from yelloworange to black? and then vannish? How to keep the place dark and burned for a while?
Building decals?
We could take the fire from zerok.. looks really nice..
we could take decals like the are used in neoba to bake first orangeyellow light, and then charred ground into the flamed patches.
Now if you would use behes magicforrest fireflies, spawnning them in orange were the fire burns...

Hey this would be easy. With spectacular results.
Volunteers? Just click reply. Comeon, its a shooping from the shelf job. Might not even be more coding involed as to add a gadget, that checks for grass on explosions, and ignites ..


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PostPosted: 02 Feb 2012, 21:56 
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Jools wrote:
Is there a difference between good and bad taste? Yes, there is.
and it is entirely between your ears.

Scale is dependent on the game.
Scale is dependent on the world depicted, maybe that world has 10 meter tall grass.

your critique of consistent scaling belongs in a "beginner" forum for modelers or mappers. Not in a site where the people are fully capable of maintaining a reasonable sense of scale.

If I wanted to make a map of my bedroom... are you going to lecture me about scale? What if I made it on an alien world with GIANT PLANTS?

Fun part is OTA is played out across many worlds in a very large universe, so the maps can possibly be anything. it ISN'T EARTH. so I think your critique and assertion is entirely in bad taste.

TA had a scale, they had cities with cars and lamp posts.. but this isn't a human made structure, it isn't a car or lamp post it is a plant.


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PostPosted: 02 Feb 2012, 21:58 
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PicassoCT wrote:
Well, the problem is, how to properlie represent burning grass? Some particles, flames?

/me looks at all the rts games where fuel airbombs, nukes, radiation and all sorts of stuff, leave parks completely green.

are you going to write the gl to handle the smoke from a giant grass/marsh fire? because I assure you it covers MILES UPON MILES.


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PostPosted: 02 Feb 2012, 22:09 
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burning grass... very trivial feature.


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PostPosted: 02 Feb 2012, 22:17 
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I mean really, why don't we have plate tectonics, it adds realisms and stuff. I should play games that when I die the game hard locks my computer fans and kills my computer. because that is realism...

and kitanas are superior to all swords because the Japanese are the best. I should go study ninjitsu like naruto and be all focused ki so I can force lighting people because I am so badassed! After I finish flying through the air decapitating people with my manhood I will give everyone in the world food while solving world hunger AND the population problem! Did I mention I will be like super rich tho and drive fast cars with all the fly japanese gurls who totaly dig that I am good an ninjitsu and I totally will rock. Like all of you will be like holy crap, smoth is god and then I'd like flying dragon butterfly roundhouse you so hard that your children would feel it except ha ha they will really be my kids because alll the women wants to sleep with ninjas.


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PostPosted: 02 Feb 2012, 22:42 
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Code:
[GRASS]{
 
    GrassBladeWaveScale = 3.0;
    GrassBladeWidth = 0.5;
    GrassBladeHeight = 6.0;
    GrassBladeAngle = 1.57;
}}


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PostPosted: 02 Feb 2012, 22:46 
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grass blade
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PostPosted: 02 Feb 2012, 22:50 
Journeywar Developer & Mapper
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lol that was a good one...


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PostPosted: 02 Feb 2012, 23:15 
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08
Blade of Grass:

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PostPosted: 02 Feb 2012, 23:20 
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lol


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