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Posted: 14 Sep 2005, 09:32
by Gnomre
That's how space maps were made in TA, and it worked fine there, but I think it'd look horrible no matter how much work you put into it in 3D. Alantai's idea could work if the map could set locks for camera heights and if the modders set the units to fly that high...
Posted: 14 Sep 2005, 09:34
by Kuroneko
Gnome wrote:That's how space maps were made in TA, and it worked fine there, but I think it'd look horrible no matter how much work you put into it in 3D. Alantai's idea could work if the map could set locks for camera heights and if the modders set the units to fly that high...
flying units do have the "cruisealt" tag.
Posted: 14 Sep 2005, 10:03
by Gnomre
Yep, I know, I was just noting that it would need set. Don't know how you'd handle factories and other buildings though...
Posted: 14 Sep 2005, 10:47
by mufdvr222
Looks interesting though.
It looks great close up

but as you zoom out the map gets obscured by whats left of the fog, is there a way to remove fog completely?

Posted: 14 Sep 2005, 13:58
by SinbadEV
Units can now build mobile units, just make your buildings actually be hover craft with 0 move speed and it should work...
Posted: 14 Sep 2005, 21:57
by TA 3D
try Maelstorms mistake in the map features thread. That will give you invisable terrain.
Posted: 14 Sep 2005, 23:09
by Gnomre
SinbadEV wrote:Units can now build mobile units, just make your buildings actually be hover craft with 0 move speed and it should work...
Nope. Mobile units can build mobile units, yes, but mobile units can only build mobile units if the player places them like a building... (you get the grid space and all).
Posted: 15 Sep 2005, 06:43
by Maelstrom
You COUDL tr my mistake, except... I dont know what that was. I have no idea how I got the Invisible terrain. I THINK it was cause I renamed the texture file to something bad, But I dont know. Ah well it had water anyway, so you would have some weird reflections. But It mgiht work, I dunno.
Posted: 16 Sep 2005, 13:37
by Torrasque
ok I've just read that in the CVS :
-New map smd tag map/voidwater, creates a void where there would normally be water, this is a purely graphical effect,default 0
Posted: 19 Sep 2005, 14:11
by AF
mwha, tinkering on hold. And yah I'm sorta back and not back and errr.... Just a temporary stopping..
Posted: 19 Sep 2005, 15:40
by jcnossen
mwha, tinkering on hold. And yah I'm sorta back and not back and errr.... Just a temporary stopping..
So does this fact have anything to do with Final Frontier and maps?
Posted: 19 Sep 2005, 17:39
by AF
Omg, it has EVERYTHING todo with this. With the new tag we can remove the land and water completely from the screen, allowing for proper Space maps.
Posted: 19 Sep 2005, 17:58
by jcnossen
See quote, i was refering to your completely offtopic message.
Posted: 19 Sep 2005, 21:14
by AF
pfft, stop provoking flames zaphod, I was replying to aGorm and making a general comment. In future I will be cold, calculating and ruthlessly efficient if you wish.
Posted: 20 Sep 2005, 10:32
by zwzsg
I wish you to be ruthlessly efficient!!
Posted: 20 Sep 2005, 12:50
by Warlord Zsinj
... er, I mean:
I find humour in the above conversation, and apologise for the little I have in which to add to it therein.

Posted: 20 Sep 2005, 14:20
by aGorm
I agree! (but I dont know what with, nor if its a relevent things to say)
aGrom
Posted: 20 Sep 2005, 16:28
by GrOuNd_ZeRo
We need tags that make certain colors on the texture map invisible so we can have platforms and asteroids we can build on :)
Posted: 21 Sep 2005, 13:06
by Torrasque
GrOuNd_ZeRo wrote:We need tags that make certain colors on the texture map invisible so we can have platforms and asteroids we can build on :)
Just make them rise from the water no?
Posted: 21 Sep 2005, 21:10
by AF
That would look strange having asteroids with no apparent bottom to them slowly meltign into nothingness. If such a thing was done, I would suggest having the water signify total transparency. Other than that I think building on features would become a very useful tool.