Map related features ...

Map related features ...

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

Moderator: Moderators

Post Reply
Dwarden
Posts: 278
Joined: 25 Feb 2005, 03:21

Map related features ...

Post by Dwarden »

for traps like
muds
moving sands
(slowing down land units or stopping them completely or even sinking them to death)

ice @ freezed water areas
breaking ice @ freezed rivers / lakes ?

lava ejections
newly borned vulcanos and magma eruptions and streams ...

and such stuff ? :)))
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

All I want for lava is a heat haze that sits above it. Using the same thing they use for the reflections in the water, only sitting above the water as a mist, and slightly obscuring the view of units in the other side as they distort a little bit. I think it would make lava look really good; it would really sell the idea of it being incredibly hot.
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

mmm ice breaking boats to clear the way for you fleet =)
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

this could all probably be done if the SYs let us put units onto maps: iceberg, floating units that can be destroyed, etc
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

You mean that fuzzy effect heat has on air that makes everythign behidn ti look all blurry and wobbly?

Traps could be done if features could be given scripts.
User avatar
FolCan
Posts: 190
Joined: 23 Apr 2005, 09:39

Post by FolCan »

wouldnt something like fuzzy heat effect require shaders of some sort?
Dwarden
Posts: 278
Joined: 25 Feb 2005, 03:21

Post by Dwarden »

FolCan wrote:wouldnt something like fuzzy heat effect require shaders of some sort?
in worst case it will be just hi end machine option ...

as you can do it with shaders (most of cards Geforce 3+ and ATI R8500+ can handle it) ... and any DX9 class card could run it fine ...

i remember haze/vaper can be done w/o shaders too but i'm unsure if i still have that demo + code ...
User avatar
GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Heathaze is very well supported in games like GTA:SA, it looks nice too, i'd be all for it, maybe this will cover large portions of the map that are in the sunlight? maybe have a new tag for temprature? temprature will also affect how much a solar panel will generate maybe. ofcourse shadows will have less heat.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Yes, I'm talking about the wobbly-refracted-light-effect. I think you might be taking it a little far, GZ, but you get the idea.

Do any of you remember the heat haze from the scene with the Balrog roar on the bridge of Khazad Dum in Fellowship of the Ring? It really sells the idea of something being super-hot.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

mwha, lead general of the balrogs under saurons command, all gone into hiding when the valar waged war upon melkor, and awoken by dwarves 2 ages later.

I was thinking a small effect after aircraft and missiles, or as an afteraffect on huge explosions, maybe even a part of them. Should definately be an optional weapon effect.
Post Reply

Return to “Engine”