Palladium - Dymanic Heightmap - Page 3

Palladium - Dymanic Heightmap

Discuss maps & map creation - from concept to execution to the ever elusive release.

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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Palladium - Dymanic Heightmap

Post by zwzsg »

Make the map texture, I make the code! (maybe)

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Updated to 0.5, which contains the code to retexture the lowered ramps. As stated previously, it doesn't work too well, but I feel it's still better than nothing. If you don't like it, you can disable it in Map Option: None (so like in 0.4), Per Ramp (default), Per Square (unbearably too slow). I prod with TraceScreenRay of WorldToScreenCoords each corner to see if the texture is hidden by foreground, use DepthTest(true) if yes and DepthTest(false) if no, which means there's the flickering tearing about only half the time.

Yeah, the setting for it should not be in Map Options but in something that can toggled ingame and for each player, but that'd give me more work, and the toggle would be more difficult to find for the players.
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