New team map: Mescaline v1 - Page 3

New team map: Mescaline v1

All map release threads should be posted here

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very_bad_soldier
Posts: 1397
Joined: 20 Feb 2007, 01:10

Re: New team map: Mescaline v1

Post by very_bad_soldier »

The much bigger visual problem is for me how the map looks when you are in L-view... I dont know if it happens just for me but the awesome detail textures are totally gone then (same effect like this at the end of my post: http://springrts.com/phpbb/viewtopic.php?f=21&t=23366).

I will post screenshots when I have a new gfx card.
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Johannes
Posts: 1265
Joined: 17 Sep 2010, 15:49

Re: New team map: Mescaline v1

Post by Johannes »

SSMF is turned off when shadows are off, and los turns shadows off. It's not just you.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: New team map: Mescaline v1

Post by Beherith »

Yeah LOS kills ssmf. I am considering the viability of putting the los texture into the ssmf shader (Kloot said its not too good though)
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: New team map: Mescaline v1

Post by Argh »

I don't think it would be a major problem to stick LOS in. I think you've got enough room for one more texture, and the tex coordinates would be the same as specular.

Hell, then you could use discard, and LOS would be explicit ;)
Google_Frog
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Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: New team map: Mescaline v1

Post by Google_Frog »

Could you make a sea version? It would play very differently from normal wide open sea gameplay and I would like to try it out.

I could use a water level changing gadget but I'd prefer not to as a partially underwater desert would look very silly.
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