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Posted: 01 Aug 2005, 14:40
by Min3mat
personally i think weavers look to much like the Sarlaac (or one of the 'makers' or 'sandworms' from Dune :D)
Posted: 01 Aug 2005, 14:59
by aGorm
Maelstrom wrote:.... And considering those lines are quite a few kilometers long...
Now thats an understatment (seeing as the moon has a radius of 1,080 miles).
Perhaps perhaps quite a few "hundred" kilometers would make more sence...
Weavers stuff looks good, but you have got the radial lines on the inside (in white, you should have some on the outside in black (well dark)
aGorm
Posted: 01 Aug 2005, 18:08
by Weaver
There plenty of craters to look at if you do an image search in google, but very few of these are recent and even those that are don't have many radial marks outside the crater.
I will still try to make some that do, everyone including me thinks that they should be there.
Looking at all the crater pictures made me notice something. The shape of our craters is a little odd, they have a very thick rim, a thinner rim with a sharper edge would be good and more realisic if it is possible. The thick rim does seem to maintain the volume of the map, which might be a desired feature, but I am not sure why. Is seems perfectly to be reasonable to be able to blast away a hill or even, in a long game, run out of dry land completely!
Posted: 01 Aug 2005, 18:08
by zwzsg
If
that is an ingame screenshot, I want it! It looks perfect.
And no, I do not want radial marks.
Posted: 01 Aug 2005, 18:11
by Weaver
zwzsg wrote:If
that is an ingame screenshot, I want it! It looks perfect.
And no, I do not want radial marks.
No it not rendered by the game so I cant be sure of the same level of detail particulartly on small craters, but I believe it's close to what could be done.
Posted: 01 Aug 2005, 18:47
by Min3mat
you cannot submerse all the land.
in spring matter (like energy) is not created NOR destroyed it is moved by a system (of big fat cannons and mines :D) when you make a hole you redistribute the mass to the outside of the crater. if this is wrong someone tell me becasue thats what i understand of springs terrain system
Posted: 01 Aug 2005, 19:24
by Weaver
Min3mat wrote:you cannot submerse all the land.
in spring matter (like energy) is not created NOR destroyed it is moved by a system (of big fat cannons and mines :D) when you make a hole you redistribute the mass to the outside of the crater. if this is wrong someone tell me becasue thats what i understand of springs terrain system
True the way spring is now... but I am sure a deformation map is used to make craters, which will contains values to add or subtract from the height (modified now by hardness) to make the crater shape. This can be any shape desired and at present does not change the total volume of matter but it could if we wanted it to.
Consider this, if you restore a crater the original height is restored, but where does this matter come from?
And on a different note, why is selection area shown as round but the area restored square?
Posted: 01 Aug 2005, 19:31
by Min3mat
!.! interesting question! i'm presuming it comes from nearby parts of the map...does it??? if not you could add matter to the system! O.o
Posted: 01 Aug 2005, 19:58
by SJ
This how it looks currently in game
it would be nice to have a few (4?) different but somewhat alike scars to switch between.[/img]
Posted: 01 Aug 2005, 20:14
by Gunthahaha
Does the mark disappear if a shell is going at the same place or very near a mark?
Posted: 01 Aug 2005, 20:30
by aGorm
Oh yes, you deffinatly must have severaldifferent ones. Looks nice though! I have to dissagree with zwzsg's no radial marks however. They realy should be there.
aGorm
Posted: 01 Aug 2005, 20:41
by TorenT
It looks great!
Does restoring the ground remove the marks or will long games result in polka dot maps?
When/How would I get them in my game?
Posted: 01 Aug 2005, 21:01
by SJ
The scars fade out after a while depending on your ground decal setting and the size of the explosion.
Posted: 01 Aug 2005, 21:09
by aGorm
SY, would you liek to try out this one? Its a slightly differnt style to Weaver's, dont know if its what your looking for.
Sorry for 2 meg file size... its 1000 x 1000, and theer may be some blue in theer (that will get ignored right?)
http://www.onebob.co.uk/darren/pics/blast.bmp
aGorm
Posted: 01 Aug 2005, 23:10
by SJ
http://taspring.clan-sy.com/temp/screen001.jpg
There is one with mixed agorm and weaver marks. Give me two more usable ones (256*256 preferably) and i will check it into cvs and you can experiment yourself. It might be nice to not make them quite as dark (in red channel) also.
Posted: 01 Aug 2005, 23:22
by [K.B.] Napalm Cobra
For scars that big you need bigger ground deformation.
Posted: 02 Aug 2005, 00:00
by aGorm
hummm... i think mine should not be quiet as big compared to the actully creater... looks just slightly off, other than that cool!
I'll make another tomoz...
aGorm
::EDIT:: my point exactly (you posted as i did!)
Posted: 02 Aug 2005, 01:09
by Weaver
My second one, similar style to my first.
http://homepage.ntlworld.com/botworld/Splat11.bmp
One light coloured maps the darkness of the scars may be too much but on darker maps they may not show up too well if they are lighter.
Scar darkness/lightness could be a map setting?
Posted: 02 Aug 2005, 02:09
by Neuralize
Posted: 02 Aug 2005, 07:39
by Maelstrom
I have an idea for making different scars easier. Have the center crater as one picture (say bout 5 of them) and another picture for the radial marks that extend further than the crater (again about 5). Then by selecting a random crator and a random radial and combining them you get 25? different craters. And if you have 10 craters and 10 radials, thats 100 different combinations. Will make the craters more varied for alot less work.