Joined: 24 Jan 2006, 21:12 Location: There is no god - and reality is his prophetess
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?
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
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: outside the map its black. you cant explore that!
you could also draw stuff there:
though you would probally want to use something better then a million flashing rectangles
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
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*:
* = 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.
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
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:
one might also want to try putting a gradient texture like this 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
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?)
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
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)
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:
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.
Joined: 24 Jan 2006, 21:12 Location: There is no god - and reality is his prophetess
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?
Do not cut my quotes.. they make my bloast look big..
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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