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?
Joined: 10 Mar 2006, 10:24 Location: waiting in line for The Expendables 2
^ 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
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
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)
Joined: 10 Mar 2006, 10:24 Location: waiting in line for The Expendables 2
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?
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
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?
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.
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!
Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
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?
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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