Well lasers are totally confused by trees, which practically makes defences useless on tree maps.NOiZE wrote:Looks like an awesome map !
And about the units not shooting through trees, i just tested with slashers in BA631 and it worked fine :/
Pehaps could PM me what is wrong exactly, thanks in advance.
New Map: Cull (water, FFA)
Moderator: Moderators
Re: New Map: Cull (water, FFA)
- TheFatController
- Balanced Annihilation Developer
- Posts: 1177
- Joined: 10 Dec 2006, 18:46
Re: New Map: Cull (water, FFA)
They should set fire to the trees then imo 

Re: New Map: Cull (water, FFA)
I did two with lots of features, but the issue was not the feature count or the poly-count per feature. In both I used highly optimized features. The issue was the detail of my heightmap. I hand articulate height maps, usually with between thirty and fifty heights in 8-bit before blurring. More recently I made a 16-bit with maybe eighty, unreleased. Your viewing settings were probably too high for the largely unnecessary complexity of my heightmap which at any common viewing distance is throwing scads of polies. My heights currently far out-strip my textures in quality.Gota wrote:Wow...ok ok..i hae a 3ghz comp.
If the map runs fine great.
But i rememebr a map neddie did wit htons of features and it ran slow as hell.
Anyway, looks like a nice map. I second the call for a NOTA version.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: New Map: Cull (water, FFA)
Saktoth wrote:Ignoring (But still colliding with) features would cause units to fire into wrecks, uselessly, when they have a better line of fire on another unit (some weapon already do this), while not firing when you can just destroy the wreck/tree is a pain in the butt (other weapon types do this).Forboding Angel wrote:Noes. Some of us have/play mods where the weapons properly ignore features. /me looks at noize
If you mean not colliding with features, features (especially wrecks) are an integral part of the battlefield landscape, and the choice of arcing-vs direct fire weaponry to shoot over obstacles, as well as the micro of units around and among wrecks to get/avoid line of fire, is an important part of gameplay.
Is there really a solution that allows units to ignore features they can easily kill, but not ignore features they cant?
Best way for trees is to use hitdensity. For a tree all you do is set it to have a really low hitdensity, so only say 10% of shots are blocked or 5%, etc etc. Or, just tell the weapon not to collide with a wreck or tree altogether, which is my preferred solution. Hitspheres on wrecks are ridiculous anyway if you ask me.