View topic - Map edges, how can they be fixed?



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PostPosted: 06 Sep 2011, 19:39 
Journeywar Developer & Mapper
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The problem is the zoom out- so why not use use google maps to search for a outside satelite image of the same colour, and then zoom out with loads of blur and clouds, asking yourself the one question:
Will it blend?


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PostPosted: 07 Sep 2011, 02:48 
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+1 for procedural maps

another idea is to repeat the map outside of the map area, but fade the texture to black.


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PostPosted: 19 Sep 2011, 02:06 
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lolbump.
quick test with fog of war widget, just made everything outside the map black (=unexplored)
bottom and right edges of the map are "visible" here:
Image
outside the map its black. you cant explore that!

you could also draw stuff there:
Image

Image
though you would probally want to use something better then a million flashing rectangles :roll:


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PostPosted: 19 Sep 2011, 02:09 
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that is pretty cool knorke!


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PostPosted: 19 Sep 2011, 02:42 
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Finally

smoth wrote:
that is pretty cool knorke!


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PostPosted: 19 Sep 2011, 02:42 
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that was just a testhack though:
for x=1,TileMaxX*2 do --*2 for more endless!
for z=1,TileMaxZ*2 do

---
this is drawing a textured quad thing on/under the map, kind of like the lava on hotstepper map*:
Image

Image

* = it is the lava gadget with lava.png replaced by grass.png
i just screenshoted the map and used that as texture. can probally be made better.
also instead of one quad you should draw four quads as not to clip through the terrain.

probally looks really bad if the map is not flat around the borders.


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PostPosted: 19 Sep 2011, 08:57 
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smoth wrote:
that is pretty cool knorke!
+1
like it a lot :-)


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PostPosted: 19 Sep 2011, 16:20 
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First want to say that I can not thank zwzsg enough for his explaining of gl in Spring.

imo the nice thing is that all it takes is drawing some quads which is fast, easy and does not need shaders or anything.
I imagine this also be usefull for space map:
-stack multiple transparent layers on top of each other,
-maybe use scrolling textures (even paralax scrolling
-rotate the quad and texture it with a nebula

scrolling texture could also be used to create flowing rivers.

One situation that can be problematic for map borders but can also be easily avoided is this:
Image

one might also want to try putting a gradient texture like this
Image
under the map to get terrain that fades out etc.

---
attachment:
This is just for testing, not usefull for players.
unzip both files to wigdets\
For testing use this map: http://springfiles.com/spring/spring-maps/evergreenhaven-v03
(texture and border height "fit" okay-ish on this map)
At top of file are some variables you can adjust to make it work with other maps etc.
try cratering the map and changing borderMode=1/2


Attachments:
mapborderwidget.zip [70.13 KiB]
Downloaded 21 times
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PostPosted: 19 Sep 2011, 16:38 
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This could actually be a good solution if it could be possible to use multiple textures so that the pattern wouldnt be too repetitive. (Dunno what you mean by stacking transparent layers on top of each other?)


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PostPosted: 19 Sep 2011, 16:50 
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of course you can put multiple textures, just need to think ofwhat you want and then script it ;) which might need more experience with gl.


Quote:
(Dunno what you mean by stacking transparent layers on top of each other?)
side view of how to do a space map:

terrain heightmap, terrain drawing disabled
^
| 0 elmos
v
layer with small stars
^
| 1000 elmos
v
layer with big stars
^
| 1000 elmos
v
layer with nebulas, planets

because the layers are at different distances from the camera there will be an effect of "depth" if you move the camera (layers further away move slower)


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PostPosted: 19 Sep 2011, 22:23 
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Seems like a solution to me!

Now we just need to invent a cool and convenient way to indicate playable area visually. Maybe a lua that draws a sopisthicated borders onto map or something like this:

Image

Couldn't find the latest shot where beherith were experimenting this LOS system but I think you get the point: Unplayable area is desaturated or faded somehow.


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PostPosted: 19 Sep 2011, 23:29 
Journeywar Developer & Mapper
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knorke wrote:
of course you can put multiple textures, just need to think ofwhat you want and then script it ;) which might need more experience with gl.


Quote:
(Dunno what you mean by stacking transparent layers on top of each other?)
side view of how to do a space map:

terrain heightmap, terrain drawing disabled
^
| 0 elmos
v
layer with small stars
^
| 1000 elmos
v
layer with big stars
^
| 1000 elmos
v
layer with nebulas, planets

because the layers are at different distances from the camera there will be an effect of "depth" if you move the camera (layers further away move slower)


Smothing liek that?
Image

Do not cut my quotes.. they make my bloast look big..


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PostPosted: 20 Oct 2011, 04:23 
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Joined: 28 Nov 2006, 13:22
Is it possible to sort of paint a fog onto the map texture, with no detailtex for that area? Would lighting muck up the colours or can the texture be made to perfectly match the skybox? (groundbox...)


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PostPosted: 25 Oct 2011, 13:53 
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partial repoast

Image


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PostPosted: 25 Oct 2011, 14:08 
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What happens when the holodeck safeties malfunction? :shock:


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PostPosted: 25 Oct 2011, 19:19 
Journeywar Developer & Mapper
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malefunctioning holodeck? prepare your anus!


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PostPosted: 27 Oct 2011, 08:36 
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Now with heightmap mirroring!

Image

Would probably look heaps better if combined with a fog effect in some way.


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PostPosted: 27 Oct 2011, 08:56 

Joined: 09 Sep 2007, 20:05
KingRaptor wrote:
Now with heightmap mirroring!

Image

Would probably look heaps better if combined with a fog effect in some way.


FUCKYEAH THIS LOOKS LIKE WIN


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PostPosted: 27 Oct 2011, 11:50 
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nice :)
good idea with the transparent texture. maybe with distance from mapedge it could increasingly fade out?


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PostPosted: 27 Oct 2011, 13:13 
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KingRaptor wrote:
Now with heightmap mirroring!

Image

Would probably look heaps better if combined with a fog effect in some way.



looks awesome, what did you do with the corners?


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