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Re: New team map: Mescaline v1

Posted: 03 Oct 2010, 13:46
by very_bad_soldier
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.

Re: New team map: Mescaline v1

Posted: 03 Oct 2010, 19:12
by Johannes
SSMF is turned off when shadows are off, and los turns shadows off. It's not just you.

Re: New team map: Mescaline v1

Posted: 03 Oct 2010, 21:31
by Beherith
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

Posted: 04 Oct 2010, 04:09
by Argh
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 ;)

Re: New team map: Mescaline v1

Posted: 05 Oct 2010, 13:58
by Google_Frog
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.