.:New Map:. Koth - Page 2

.:New Map:. Koth

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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

REALLY!?! OMFG damnit! If I had know that I would be much happier.

Keep your eyes peeled, cause I will release a new version tonight with a 16 bit raw and see how that changes things. Unless I'm mistaken that should smooth it out more.
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hrmph
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Post by hrmph »

Will the new map format support higher resolution heightmaps? As in larger than ( 1/8 ) the texturemap. (Das bruce, bpp != resolution)
Last edited by hrmph on 30 Mar 2006, 19:40, edited 2 times in total.
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IceXuick
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Joined: 14 Mar 2006, 01:46

Post by IceXuick »

that would be very nice!

Anyone played this map? And if YES, how does it play?

nice work forboding! maybe a higher res rock texture, but ingame you wont notice alot of it i guess.

greetzz
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Das Bruce
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Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

hrmph wrote:Will the new map format support higher resolution heightmaps?
That appears to be what he said.

The old mapconv could take raw files, I suppose the new one should be able to.
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

ice, all the textures are high resolution... My settings are on the lowest, for fps sake.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

hmm, allowing higher resolution images even alloowing changing the proportions from 1/8th would be a matter fo messing with the mapconv source.

Although effectively ingame you cannot get more than 1/8th because of the way the engine works.

A gamesquare is 8x8 pixels ingame, and each gamesquare has a height, hence why you cant have a higher than 1/8th resolution because each gamesquare is 8x8 pixels thus 8x8 pixels of texture for each of the smallest heightmap pixels.
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