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



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PostPosted: 05 Dec 2011, 12:32 
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that looks excellent, except I wouldn't take the colour of the border from the map fog like that as prawn cocktail pink dosn't look right


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PostPosted: 05 Dec 2011, 13:36 
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1v0ry_k1ng wrote:
that looks excellent, except I wouldn't take the colour of the border from the map fog like that as prawn cocktail pink dosn't look right


Yea I think it's awesome, just the color doesn't feel right.

Guys, I think we have a solution here...

I feel like I could do mapping again...


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PostPosted: 05 Dec 2011, 16:53 
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There's pretty much no way though to come with a single widget of that kind that will have the color passable for any map.

A simpler, more inconspicuous solution for old maps that are not updated manually would be better I think. Something that makes the map edges look something like this instead of just the thin, volumeless edge (image) currently there maybe?


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PostPosted: 06 Dec 2011, 11:54 
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^ this, surely easy to implement and would be a big improvement, plus it would work with all maps- just make the sides a dark brown with the same detail texture as the map, going as far down as the lowest altitude possible for the map


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PostPosted: 06 Dec 2011, 15:44 
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That is possilble to make and was proposed somewhere on previous pages. Would also work great if somebody makes an antfarm simulator.
But since terrain detail changes when you move camera but the mapedge widget still draws based on actual heightmap, you would get some errors on the seams (like other widget does)


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PostPosted: 06 Dec 2011, 17:37 
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That's the kind of map edge I'd prefer for S44 too


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PostPosted: 06 Dec 2011, 17:40 
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knorke wrote:
was proposed somewhere on previous pages.

people don't read thread they just post in them.


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PostPosted: 09 Dec 2011, 23:45 
Journeywar Developer & Mapper
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would be cool to have a sort of auto_sum_up that would bring the non-thread-readers up to speed.

Also, i heard if you create lots of threads, things get faster. So i posted it all over the bord, but my lua is still slow. Too the resQue!


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PostPosted: 12 Dec 2011, 10:22 
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Im playing with the VR grid on my default atm, its a big improvement but still ugly. Has there been any recent advances in this direction? A higher res grid maybe?


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PostPosted: 12 Dec 2011, 13:01 
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coming back to the "NoMapEdgeWidget.txt" thing:
Maps can now "protect" against games having a mapedge widget.
How would games that include their own mapedge widget protect against players having such widget in engine folder?


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PostPosted: 12 Dec 2011, 14:34 
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Have their own widget folder like gundam will next release..

if the player manages to dick that up as well, not my problem.


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PostPosted: 12 Dec 2011, 16:14 
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knorke wrote:
How would games that include their own mapedge widget protect against players having such widget in engine folder?
If you have such an unpacked widget in the engine folder, you did it intentionnaly and know what you're doing. So, in this case, it aren't too bad if one widget has to be disabled manually.


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PostPosted: 12 Dec 2011, 16:39 
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pretty much with z here, if a user really knows what they are doing they can find the directory to place the widget. At which point I would assume they are not pants on heads retarded and if they are and they managed to do that, well, time for them to learn.

*edit* unless of course the game assumes the engine /widgets/ folder that is in base spring.. then well the game dev can deal with the consequences!


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PostPosted: 18 Dec 2011, 13:39 
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1v0ry_k1ng wrote:
Im playing with the VR grid on my default atm, its a big improvement but still ugly. Has there been any recent advances in this direction? A higher res grid maybe?


Grab the one from evo.


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PostPosted: 23 Dec 2011, 23:34 

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Any way to make the grid not draw overtop of effects?

Image


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PostPosted: 23 Dec 2011, 23:40 
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The widget has to be reworked to use unitprerender or whatever instead of the current draw function it is using


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PostPosted: 24 Dec 2011, 05:00 
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Problem with DrawWorldPreUnit is bumpmapped water draws on top of it.


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PostPosted: 24 Dec 2011, 06:29 
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KingRaptor wrote:
Problem with DrawWorldPreUnit is bumpmapped water draws on top of it.
That's a good thing, water goes off the edge of maps. The current VR grid looks very strange at water edges of the map because the grid is drawn at the sea floor yet the water is underneath it.


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PostPosted: 17 Feb 2012, 17:41 
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How hard would it be to do something like this?

Image

(I think I could do it the same way I did VR grid but I already made Pako vomit once)


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PostPosted: 21 Feb 2012, 01:53 
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KingRaptor wrote:
How hard would it be to do something like this?
Not too hard.Image


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