Feature Request: Fetch a parameter from a map. - Page 2

Feature Request: Fetch a parameter from a map.

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Doesn't Battletech Spring sound so awsome!

Yes!
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I'm a Battletech purist! Only if you do it according to the books or Tabletop!
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Total votes: 9

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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

it would be awesome for games like TA:WD and you could make the map have a combination of terrain and stuff...although radar blips would give you away, in TA:WD i think its more reliant on LOS anyway
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

I think it looks weird to have a Desert Camo Abrams driving on greenworlds and Woodland camo HMMWV's roaming on desert maps and vice versa.

So i'm all for it...
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Originally posted by GrOuNd_ZeRo
Those would be enough currently, Crystal, Acid, Slate etc are not very common so those can just use the defaults.
Note that in my suggested "camo overlay" (which may not even be possible), I suggested that every mapper would be able to provide his own personal camo texture which is overlayed, or would be able to specify a particular camo texture from a common pool (as in "desertcamo", "snowcamo" or "forestcamo", all present on common maps). This way, if a map maker makes an acidworld, and wants to set a particular camoflage for units, he can make one; if he wants default non-camo textures, he can specify none, and if he wants to use a camo used by a default camo (such as on one of the forest or snow maps) he can just specify that camo texture.
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

The overlaying camo might have a few hitches, esspecially with bright colors and team colors, lights and such might become obscurred, buildings will become odd colors, which would be interesting, but a energy storage with camoflaged yellow glowy sides?

I prefer being able to create a model for each occasion, a common texture set might cause problems i.e. missing sets for crystal maps which the unit/mod doesn't have, and will probably have to be forced to use the default, might make matters complicated.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Perhaps it could be controlled the same way team colors are currently controlled? Instead of having just teamtex.txt, you could have teamtex.txt and camotex.txt, which would replace textures accordingly...

There, no need for seperate models. Happy? :P
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Yeah, I suppose so :P
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