Quoth V3 update (final)
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- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: New map, Quoth V1
or have the terrain beyond the playable area dimmed/green wireframe/fogged etc
Re: New map, Quoth V1
I'm sorry Dave, I'm afraid I cant do that.1v0ry_k1ng wrote:or have the terrain beyond the playable area dimmed/green wireframe/fogged etc
I could do it, but wont, for the following reasons;
Ever since I saw what the surround meshes were like in World of Conflict, I wanted to have those in spring. It would have been prohibitively expensive though, as there the surrounds are 8 times the size of the map.
I didn't want anything that breaks the visual flow of the map, even the start and end points of the rivers are hidden behind the mountains. The trees were custom made for this, because I was tired of the repetitiveness of spring defaults. I had to compromise on them, since my high poly (1-1.5k tri) trees ate framerate badly, so I used low poly.
I was torn about using a line or some other visual indicator to show passability, but decided that <big mountains start here, no go> was enough. You only have to press f2 one to be able to remember where you can go.
What would be possible though, and artturi outlined it well, Is to flash the border of the map, but only if you try to give a command outside the boundaries. Also, I regret that I forgot to set the tooltip different for impassable areas.
Re: New map, Quoth V1
Just a quick note: the bigger issue is the size of the skins you used. You can squeeze a lot more performance out by cutting the texture size down and atlasing the results. I really do mean to get to that with your models, I just haven't had time yet.I had to compromise on them, since my high poly (1-1.5k tri) trees ate framerate badly, so I used low poly.
Re: New map, Quoth V1
Firstly, nice to see this forum finally got renamed and sorted correctly.
Secondly, I took a bunch of max gfx screenies on a 1440*900 res.
http://hotfile.com/dl/23085199/13d282d/ ... s.rar.html
55MB if anybody can be bothered to dl :D
Secondly, I took a bunch of max gfx screenies on a 1440*900 res.
http://hotfile.com/dl/23085199/13d282d/ ... s.rar.html
55MB if anybody can be bothered to dl :D
Re: New map, Quoth V1
60 second wait bothered me too much, use yousendit.com next timeJAZCASH wrote:Firstly, nice to see this forum finally got renamed and sorted correctly.
Secondly, I took a bunch of max gfx screenies on a 1440*900 res.
http://hotfile.com/dl/23085199/13d282d/ ... s.rar.html
55MB if anybody can be bothered to dl :D
Re: Quoth V3 update (final)
You must have done something wrong with your Lua, because the rainy option gives me 1 FPS.
Re: Quoth V3 update (final)
its 60 for me, whats your gpu? I have had performance complaints on them, but its more or less normal for rainy.
Re: Quoth V3 update (final)
Radeon X1900. I've seen other fog gadget run on this hardware without any visible dent in my FPS.
Re: Quoth V3 update (final)
it looks amazing. if i have any complaints about it; its that there isnt enough brown... hard rain tends to cause mud! either way, awesome map; nice workI know everything hasn't been quite right with me, but I can assure you now, very confidently, that it's going to be all right again. I feel much better now. I really do.
Re: Quoth V3 update (final)
On this map the invisible units are not shown at all, see the screen-shot. The spring version used is spring_0.80.5-370-g19d2df1.exe from the build bot.

Either then that cool map.
Either then that cool map.
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