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Posted: 02 Aug 2005, 13:05
by SJ
I checked in the scar code and textures to the cvs but someone will have to create a new set of textures that has equal size and fit to the craters.
The map will be able to control the coloring of the scars in future versions but only if they are not all black since the map defined color is multiplied with the brightness (red) of the scar texture.
Posted: 02 Aug 2005, 15:42
by AF
Neuralizes look too splodgy, as if they're concentrated bangs with glass walls around them to stop them getting out any further. weavers latest looks too circular too.
hmm perhaps I should make one of my own if I have the time.
Posted: 02 Aug 2005, 21:44
by Delta
Weavers first is definately the best one imo.
Posted: 03 Aug 2005, 01:23
by Weaver
Posted: 03 Aug 2005, 16:16
by AF
nooo, it looks too circular, you can even draw a perimetre exactly, it looks to uniform and not messy enough, thats not how explosions happen. It just looks like the glass barriers been lifted a tiny litle bit in some places.
Posted: 03 Aug 2005, 16:45
by IMSabbel
I dont see what your problem is.
It HAS to have a "glass wall" because it better should represent the crater that spring creates, which is circular. So at least the parts inside the crater radius have to be somewhat symetric.
Having a asymetric scar inside a circular crater would look much worse.
Posted: 03 Aug 2005, 17:07
by AF
Yes I was talkign as if the blast happened inside a glass tube, see how it just stops after a while with a few odd bits going out, it just looks wierd. Look at the ones from the moon that where posted earlier.
Posted: 03 Aug 2005, 17:17
by Zoombie
Doomweaver wrote:I really like Weaver's. By the way, the first dune book was awsome, agreed, but the rest of the series sucks.
That is true. Frank Herbert went really crazy
Also that crater looks soo cool. Ground scarring make's the crater's look 10 x time's better.
Posted: 03 Aug 2005, 17:18
by IMSabbel
What you ignore is that those moon scars being 100s of km big. They arent representable for explosion scarring.
Your "tube of glass" is the crater wall! Inside the crater, everything needs to be scared (because else, obviously there wouldnt BE a creater at that place), but beyond the wall of the crater there is only sporadic debris.
Posted: 03 Aug 2005, 17:32
by AF
I know, but not all craters are deep, and explosions can create scaring without craters.
What about craters that're more like broken ground, in pieces, crushed etc.....
Posted: 03 Aug 2005, 18:03
by IMSabbel
Well, then there should be 2 kinds of scar images...
one type for "deep" craters (like berta impact, nuclear mine, ect) and one type for "shallow" scarring (nuke, commander explosion, wide area- low damage mine)
Posted: 03 Aug 2005, 18:21
by AF
And sometimes damage on the scale of a nuke can be done to the ground without a crater forming. Maybe the mapmaker wants to make ones map out of adamantium for example?
And somethign along the lines of a smear mark for fire or those explosions where they jeer off to one side such as midair aircraft explosions.
Posted: 03 Aug 2005, 19:14
by Weaver
These were my first attempts using ink pellets onto a hard surface. Are the edges indistict enough? I think I still have hi res versions. Or should I do one with a center spot as before with radials of more random length avoiding any "tide mark".
Posted: 03 Aug 2005, 19:36
by Delta
Those are very good for "shallow" scars, where there aren't much ground deformation. (Hence no steep crater walls to create the roundness of the scar)
Posted: 03 Aug 2005, 22:49
by Torrasque
Have you seen that scars are draw on the water too. It look strange

Posted: 03 Aug 2005, 22:51
by Weaver
Unfortunately splat1 was lost in a freak tidying incident but be now have spat13 and splat14 (hires splat1) which have less of an obvious edge to them. Made with large shallow craters in mind. Although they look different here their common ancestry may be quite obvious ingame so we may have to choose one or the other.
http://homepage.ntlworld.com/botworld/Splat13.bmp
http://homepage.ntlworld.com/botworld/Splat14.bmp
Posted: 03 Aug 2005, 22:54
by Weaver
Torrasque wrote:Have you seen that scars are draw on the water too. It look strange

I don't know if a blur is possible below the water line that would probably fix the look. May reduce the alpha a bit too.
Posted: 03 Aug 2005, 22:57
by IMSabbel
A propos impact in water...
Different sounds for shells hitting water would be nice... it sounds so wrong hearing that sharp crack of bertas or immolators when hitting water...
(the über-l33tness would be dynamic waves :D )
Posted: 04 Aug 2005, 16:21
by AF
The sound can just be muffled and a splash sound added.
An idea....
Posted: 30 Aug 2005, 22:47
by IMSabbel
Currently, scar marks fade away very slowly... ( i dont know how slow, but its slow enough for me to never actually notice the fading...)
Would it be possible to fade between 2 scar textures?
For example, that after some _serious_ explosion (com-blast, nuke) the ground would glow in the beginning and then the glow would fade away to reveal the scar...