Isnt it time to do something with the hideous looking map edges?
I photoshopped a simple but elegant attempt in fixing this:
Boxed map rendering
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Re: Boxed map rendering
There are several widgets which continue terrain off into the distance, either textured or a 'holodeck wireframe' type visual.
I would prefer the SimCity chunk of ground look as in your image myself.
I would prefer the SimCity chunk of ground look as in your image myself.
Re: Boxed map rendering
I like that idea.
Re: Boxed map rendering
Please add a waterfall where water reaches the edge :)
Re: Boxed map rendering
zk has a map edge widget that extends the map into a grid. If that can be done then this should be a relatively easy modification of that script.
Re: Boxed map rendering
There will be issues with tearing, however.
Re: Boxed map rendering
Nope.jpg. the edges of the map extension do NOT match the map edge. That is why they did a fade along the edge, to hide that flaw.SpliFF wrote:zk has a map edge widget that extends the map into a grid. If that can be done then this should be a relatively easy modification of that script.
Re: Boxed map rendering
Waterfalls wouldnt be so easy... with all watertypes... I assume
And just a plain straight waterfall is not that beautifying the mapedge if you ask me.
or:
And I've just read this whole "Working map options example." topic before sleep yesterday.
http://springrts.com/phpbb/viewtopic.php?f=13&t=18892
And that one is left for a year untouched now.... and although there have been actual good attempts, it is unclear now which ones are (almost) implemented.
I think my suggestion should work gracefully on all current maps. The only thing that needs to be done is to bind certain ground textures for certain maps. (and maybe do the tinting and gradienting with GL)
And just a plain straight waterfall is not that beautifying the mapedge if you ask me.
or:
And I've just read this whole "Working map options example." topic before sleep yesterday.
http://springrts.com/phpbb/viewtopic.php?f=13&t=18892
And that one is left for a year untouched now.... and although there have been actual good attempts, it is unclear now which ones are (almost) implemented.
I think my suggestion should work gracefully on all current maps. The only thing that needs to be done is to bind certain ground textures for certain maps. (and maybe do the tinting and gradienting with GL)
Re: Boxed map rendering
Wrote that ages ago when working on ROAM, but it got locked in a very low stash and I cause you cannot merge stashes, I never bothered with it again.
- Attachments
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- mapcorner.jpeg
- (106.06 KiB) Downloaded 6 times
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- mapborder.jpeg
- (119.79 KiB) Downloaded 5 times
Re: Boxed map rendering
Can you share this for all ?
Re: Boxed map rendering
+1 for the image in first post.
should be less CPU heavy than current zk widgets.
I would like backgrounds like on AstroTurf_v1 too.
should be less CPU heavy than current zk widgets.
I would like backgrounds like on AstroTurf_v1 too.
Re: Boxed map rendering
Rather pointless res of this topic.NeonStorm wrote:+1 for the image in first post.
should be less CPU heavy than current zk widgets.
I would like backgrounds like on AstroTurf_v1 too.
Engine supports this in current develop / 95.0+ as shown in jk's images.