The much bigger visual problem is for me how the map looks when you are in L-view... I dont know if it happens just for me but the awesome detail textures are totally gone then (same effect like this at the end of my post: http://springrts.com/phpbb/viewtopic.php?f=21&t=23366).
I will post screenshots when I have a new gfx card.
New team map: Mescaline v1
Moderator: Moderators
Re: New team map: Mescaline v1
SSMF is turned off when shadows are off, and los turns shadows off. It's not just you.
Re: New team map: Mescaline v1
Yeah LOS kills ssmf. I am considering the viability of putting the los texture into the ssmf shader (Kloot said its not too good though)
Re: New team map: Mescaline v1
I don't think it would be a major problem to stick LOS in. I think you've got enough room for one more texture, and the tex coordinates would be the same as specular.
Hell, then you could use discard, and LOS would be explicit
Hell, then you could use discard, and LOS would be explicit

-
- Moderator
- Posts: 2464
- Joined: 12 Oct 2007, 09:24
Re: New team map: Mescaline v1
Could you make a sea version? It would play very differently from normal wide open sea gameplay and I would like to try it out.
I could use a water level changing gadget but I'd prefer not to as a partially underwater desert would look very silly.
I could use a water level changing gadget but I'd prefer not to as a partially underwater desert would look very silly.