smoth wrote:make some rock cluster features using the texture, place them all around the side.
always visible and unreclaimable.
Add the fog widget and bam sexy.. heck you could even have a few rock features jutting out the fog.
I'd rather would not use features. First since I never did 3D modelling

and second it would probably be hard to archive the same texture look (it works heavily with ground specular and diffuse settings).
I never used the fog widget. Can it be easily[*] applied only to certain map areas? If fog is over the complete map area, it would take away that floating in space look. If I could just use it to cover the borders, it might give a nice effect (would have to try).
And second question: I think to remember reading some time ago that the fog killed framerate for many people? Is this till true?
[*] I used easily since I have no experience in the graphical stuff that can be done with Lua
Another solution could maybe be to make a jagged heightmap at the borders and only use voidwater and no voidground (without a jagged border, the clean straight cut-off looks too artificial).
enetheru wrote:the diffuse texture of the map supports alpha, you could use that to reduce those jagged edges.
I did. The edges look the same in the diffuse texture.
Maybe it gets clearer if I show the edge with voidground disabled:

In the green circled area it works as intended (or nearly). In the red circled area, somehow big parts (=tiles?), are very dark and finally marked as transparent with voidground. But if you look closely (higher res in attached file) you can see, that in principle there is a texture "underneath" as in the other places.
That's why I though it might have something to do with mapconv. I used springMapConvNG under Linux:
Code: Select all
springMapConvNG -x 330 -n -10 -m metal.bmp -h height.raw -t texture5.png -minimap mini.png -ct1 -o Violet_Rampart
I also tried to compile your
mapconv just to see if this might make a difference. But the first try failed: my compiler didn't know -std=c++11 and other settings don't seem to work and I get many errors when trying to compile (maybe time to update my distribution

).
Or maybe I am on the wrong track here and it is a principle "problem" of the engine and voidground?!