Re: Random WIP
Posted: 12 Nov 2010, 23:58
Open Source Realtime Strategy Game Engine
https://springrts.com/phpbb/
Lol thanks, still got alot of work to do on it so will post those later.thesleepless wrote:wow wolf, that looks amazing! how much of that is texture and how much is model? can we see wireframe?Wolf-In-Exile wrote:Warrior IFV texture im working on, unlit diffuse.
could work...Guessmyname wrote:Zwzsg, I'd suggest adding teamcoloured borders to the tops of those pillars, if you can. Makes the colours stand out more, makes the map less dark and would also clearly show the divide between playing area and column wall.
No. The map graphic is a Lua Open GL display list.FireStorm_ wrote:Are the columns featuremodels by the way?
With a gadget. What you don't see in still pictures is that they are procedurally generated, from configurable (and randomisable!) parameters. The goal is to have one map to replace all speed balls, and more. The downside is that setting the whole map heightmap makes the loading takes quite long.SirArtturi wrote:How did you make those pillars?
No. First, I have had bad experiences with fog's gadget. Then there is a much simpler way, just set the bottom vertice color to (0,0,0,1).bobthedinosaur wrote:Are you using a fog to fade out the bottoms of the towers
They can fall, but not as deep as it looks. As you guessed there is two pit depths. The "visual" one and the "heightmap" one. There's both just number in the script, I could make the "heightmap" pit depth as deep as, or even many times deeper, than the "visual" pit depth. However, the camera (at least the useable cameras) hover at a fixed height above ground. Well, to make it short, scrolling with TA camera is insufferable when the map is filled with deep pit / high tower alternance. So here's what the heightmap currently is really like: A cone so that the tower side cliffs are roughly all the same height despite towers being of different tallness, with some funky offset to take into account that only bridges and not plateaux are sloping, plus a layer of high frequency tiny peaks to make sure the bottom is impassable and unbuildable. This way you can scroll without the camera jumping too much.bobthedinosaur wrote:and can units fall?
There is, I coded HSV<->RGB functions already for some other widget. However, even then we'd still have the problem of unit blending in the tower camouflage. Ideally, I'd want to have two textures per towers, one team colored, one not, though I'm not sure I'll bother. Anyway, teamcolored pillars is a cool concept, but it makes you able to see where enemies expand through the fog of war, which is kinda cheating.Hoi wrote:I don't suppose there's a way to take the brightness of the teamcolour, invert that and use it as the base colour for that pillar?
Very true. I noticed too we can't see the units over such a busy texture (even when not team colored). Also, I took the time to UV-map, but I didn't use it to make the drawings on the texture fit the polygons. The texture was just a filler, I need to make a real texture now.Hoi wrote:If you use such a busy texture it won't work. Try something that is easier on the eye so you can still see the units.
...oh. Fair enough then. Good luck, anyway!zwzsg wrote:But they're not models, they're a piece of code and a texture.