here:Tribulex wrote:k.... now for trepans?
Search found 452 matches
- 22 May 2009, 00:30
- Forum: Lua Scripts
- Topic: Ground Fog!, without shaders.
- Replies: 106
- Views: 18222
Re: Ground Fog!, without shaders.
- 27 Feb 2009, 15:50
- Forum: Lua Scripts
- Topic: Releasing every script I have made
- Replies: 6
- Views: 2922
Re: Releasing every script I have made
Probably not, since i have other things to do.
- 27 Feb 2009, 00:49
- Forum: Lua Scripts
- Topic: Releasing every script I have made
- Replies: 6
- Views: 2922
Releasing every script I have made
Since i have not been active for a long time i decided to release every lua script i have made for spring. this includes map drawing,animated water,that unit radius thing and unit trails. there is also a project i have never mentioned about, it is a drawing library that can be used to draw things li...
- 26 Feb 2009, 01:58
- Forum: Lua Scripts
- Topic: Dinamic Blob Shadows!
- Replies: 58
- Views: 13262
Re: Dinamic Blob Shadows!
this new version still makes flying units shadows look bad, the shadow will stay exactly below the unit. and the unit height transformation is still not good, both are things i have tried to fix. and feature (rocks,plants,trees, these stuff) shadows, i remember that those are possible, but anyone wa...
- 22 Jul 2008, 12:59
- Forum: Lua Scripts
- Topic: Ground Fog!, without shaders.
- Replies: 106
- Views: 18222
Re: Ground Fog!, without shaders.
I once made a configuration for this gadget that looks like the fog in this image:


- 13 Jul 2008, 16:43
- Forum: Lua Scripts
- Topic: Map Drawing
- Replies: 48
- Views: 8895
Re: Map Drawing
Tested using 3072x3072 textures, at 8x8 quads, with gl frustum.
It is still playable, but not faster than spring map renderer.
And that was on small divide, whose texture is 4096x4096.
It is still playable, but not faster than spring map renderer.
And that was on small divide, whose texture is 4096x4096.
- 13 Jul 2008, 15:45
- Forum: Lua Scripts
- Topic: Map Drawing
- Replies: 48
- Views: 8895
Re: Map Drawing
hows about updating existing code, rather than reinventing wheel, especially a triangular shaped wheel? That is a good idea, because making such things is much harder in lua. also as i promised, cleaned up version: http://pastebin.org/50985 Almost 2x faster on my hardware. Builds the list much fast...
- 13 Jul 2008, 14:54
- Forum: Lua Scripts
- Topic: map sounds and snow effect.
- Replies: 6
- Views: 1379
Re: map sounds and snow effect.
I made one, but haven't released yet.latest snow widget
- 13 Jul 2008, 14:45
- Forum: Lua Scripts
- Topic: Map Drawing
- Replies: 48
- Views: 8895
Re: Map Drawing
Thanks for the help. This script is drastically slower than spring's map rendering (for me), even though spring does lot more stuff with maps. For me it is still playable at 16x16 detail. LUA map drawer is bad idea Probably it is, because lua is much slower, and it lacks many useful features. This s...
- 12 Jul 2008, 23:32
- Forum: Lua Scripts
- Topic: Map Drawing
- Replies: 48
- Views: 8895
Re: Map Drawing
Uploaded this current version: get it here The zip file contains the textures i used on these cool screens too. And i think i have not been clear enough about why this is taking so long, i will explain it again: I don't know how to fix that texture issue, so please, i will need some help. And i made...
- 09 Jul 2008, 22:45
- Forum: Map Creation
- Topic: mapconv
- Replies: 348
- Views: 43440
Re: mapconv
step by step how to make it work: (Also known as the mapconv guide to noobs) 27. Open the .bat (batch file) in the text editor again. 28. If you don't know how to use the mapconv features, you will have problems at this point. To learn about them look in the readme, or in the first post. I hope it ...
- 09 Jul 2008, 19:06
- Forum: Map Creation
- Topic: mapconv
- Replies: 348
- Views: 43440
Re: mapconv
step by step how to make it work: (Also known as the mapconv guide to noobs) 1. Download; 2. Extract the files; 3. Open the new mapconv directory extracted from the zip file; 4. you will find these files: [code] changelog.txt DevIL.dll example scripts <directory> geovent.bmp ILU.dll line.txt mapconv...
- 08 Jul 2008, 23:53
- Forum: Map Creation
- Topic: mapconv
- Replies: 348
- Views: 43440
Re: mapconv
i never got those problems they have, so i am sure they are not using it correctly.
this last version has much less bugs than the old "mothers mapconv", and it is not a problem in nvdxt.
this last version has much less bugs than the old "mothers mapconv", and it is not a problem in nvdxt.
- 05 Jul 2008, 16:15
- Forum: Map Creation
- Topic: mapconv
- Replies: 348
- Views: 43440
- 13 Jun 2008, 00:45
- Forum: Lua Scripts
- Topic: Map Drawing
- Replies: 48
- Views: 8895
Re: Map Drawing
Here: 3. Wrong(in game): http://spring.clan-sy.com/phpbb/download/file.php?id=406 4. Right(in the image editor): http://spring.clan-sy.com/phpbb/download/file.php?id=405 And here is some code: gl.Color(r3,g3,b3,a3) gl.Normal(Spring.GetGroundNormal(xx+d,zz+d)) gl.Vertex(xx+d,H(xx+d,zz+d,d*0.5),zz+d) ...
- 12 Jun 2008, 17:14
- Forum: Lua Scripts
- Topic: Map Drawing
- Replies: 48
- Views: 8895
Re: Map Drawing
And is there any way to shut off the standard map renderer It already does, Spring.SetDrawGround(false) so that speed's comparable? At 32x32 or 16x16 it as fast as the standard map renderer, but performance has been tested quite few times. There is a big problem on textures, that i will need some h...
- 12 Jun 2008, 01:36
- Forum: Lua Scripts
- Topic: Map Drawing
- Replies: 48
- Views: 8895
Re: Map Drawing
I will post here some screen shots of all the progress done. 1. http://spring.clan-sy.com/phpbb/download/file.php?id=400 2. http://spring.clan-sy.com/phpbb/download/file.php?id=401 Both are using normals, the first is smooth shaded, no texture, the map is small divide, using 8x8 quads. The second us...
- 11 Jun 2008, 21:10
- Forum: Lua Scripts
- Topic: Map Drawing
- Replies: 48
- Views: 8895
Re: Map Drawing
The fourth channel of an image, like:Aztek wrote:
Ok what's an alpha channel?
RGBA
R red
G green
B blue
A alpha
Alpha is the transparency of an image, 0 alpha means it is completely transparent.
Most images only use the first three channels.
- 11 Jun 2008, 17:03
- Forum: Lua Scripts
- Topic: Map Drawing
- Replies: 48
- Views: 8895
Re: Map Drawing
The project was to use it to increase detail in maps by using some texture layers with normal maps and alpha channels. But now it works like a lua map drawing, or a lua map format. Currently it uses normals, but no alpha, and i am working on a bunch of algorithms to automatically texture the map. Wh...
- 29 May 2008, 22:59
- Forum: Map Creation
- Topic: 16bit heightmaps
- Replies: 4
- Views: 2085
Re: 16bit heightmaps
yes, you can.or even users mapconv?