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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.