Page 2 of 2

Re: New map, Quoth V1

Posted: 05 Jan 2010, 18:06
by 1v0ry_k1ng
or have the terrain beyond the playable area dimmed/green wireframe/fogged etc

Re: New map, Quoth V1

Posted: 05 Jan 2010, 19:10
by Beherith
1v0ry_k1ng wrote:or have the terrain beyond the playable area dimmed/green wireframe/fogged etc
I'm sorry Dave, I'm afraid I cant do that.

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

Posted: 05 Jan 2010, 19:43
by Argh
I had to compromise on them, since my high poly (1-1.5k tri) trees ate framerate badly, so I used low poly.
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.

Re: New map, Quoth V1

Posted: 05 Jan 2010, 22:31
by Jazcash
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: New map, Quoth V1

Posted: 06 Jan 2010, 05:44
by hunterw
JAZCASH 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
60 second wait bothered me too much, use yousendit.com next time

Re: New map, Quoth V1

Posted: 10 Jan 2010, 00:20
by Beherith
Uploaded v3, changelog:

x tree E values
x tree hitspheres
X rain speed
X water color
X minimap
X start points
X tree textures
X gadget
x fix typemap
X tree rotation
X sunny mapoptions :) For those with weaker gpus.

Image

Compare to:

Image

Re: Quoth V3 update (final)

Posted: 10 Jan 2010, 04:03
by zwzsg
You must have done something wrong with your Lua, because the rainy option gives me 1 FPS.

Re: Quoth V3 update (final)

Posted: 10 Jan 2010, 04:05
by Beherith
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)

Posted: 10 Jan 2010, 04:24
by zwzsg
Radeon X1900. I've seen other fog gadget run on this hardware without any visible dent in my FPS.

Re: New map, Quoth V1

Posted: 11 Jan 2010, 18:07
by BaNa
Beherith wrote: Image

that is sexxxxy

Re: Quoth V3 update (final)

Posted: 11 Jan 2010, 19:55
by KaiserJ
I 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.
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 work

Re: Quoth V3 update (final)

Posted: 12 Jan 2010, 03:35
by xyz
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.
Image

Either then that cool map.