
I already asked Beherith about this and his answer was pretty much that it would be too resource heavy and I fear he's right, I just wanted to ask around to see if anybody had any alternative ideas or solutions.
Moderator: Moderators
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Effect LOS explored
------ ----- --------
Weapon trigger sounds yes no
Projectiles visible yes no
Explosion sounds yes no
Explosions visible yes yes
This is exactly what I'm after! Just a couple problems with it:knorke wrote:Not sure if I understand right, you want fog of war with 3 states?
is in los
was in los
was not in los yet
well, actuelly is boxx. u mad?
adjust the local fogAlpha = 1 to something like 0.7 if you do not like that unexplored terrain is totally hidden in darkness.
Personally I think I noticed (despite boxxyness) that fog of war somehow feels strange when sight distances are quite large. (basically all *a games)
on purpose. why does nobody like it :/The edges of the map are kinda strange, is that animooted fuzzy border intentional?
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for x=-10,TileMaxX+10,1 do
for z=-10,TileMaxZ+10,1 do
zoomed in very steep terrain spikes sometimes can show through. zoomed out i think it is because spring decreases LOD for terrain and then real terrain becomes != terrain that gets drawn = clipping.It doesn't seem to render perfectly. It gets better as you zoom in but as you can see in the image, fully zoomed out still shows some parts of the map
umad? no idea how to do that. (well, have some ideas but would likely be very slow)Blocky - would need it smooth, fluffy and faded
mod decides if features are visible outside los. not sure if possible to change with widget.Still shows features
It is quite a big map you have there. Since it draws fog of war everywhere (even outside visible screen area) it is not efficent and on big maps that hurts worse. Should be possible to optimize that.It's also considerably slowing the game for me.
should be possible but just did not try yet.minimaps should be forced to display the LOS/unexplored states as well.
Don't render features outside of explored area?Forboding Angel wrote:Problem is, that it doesn't cover features well, and if it does (by raising the height), then it is offset and so the borders are no longer correct (unless you angle the camera to be 100% top down).
I tried like hell to come up with a solution, but alas, I could not.
modrules.lua featureVisibilitymod decides if features are visible outside los.
This widget would be much better if the fow areas were octagonal
Could they be black clouds?AF wrote:Perhaps he meant to say hexagons? I can see forb playing Civ 5 now
Speaking of which we could render clouds over the top, things don't have to match the terrain precisely, they just need to obscure it