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Posted: 23 Mar 2006, 03:39
by Das Bruce
Whats all the snipping?

Posted: 23 Mar 2006, 04:39
by SwiftSpear
I'm pretty sure it's deci or noize dousing flames.

Behave please people.

Posted: 23 Mar 2006, 05:33
by Forboding Angel
it was deci

Image

Posted: 23 Mar 2006, 21:13
by AF
snip when snip and I thought snip why cant you all snip loada crap

*gives out cookies to the mappers for bitch fight*

Posted: 24 Mar 2006, 03:43
by Dragon45
I guess the point I'm trying to make is:

I should not need F1 mode (Heghtmap mode IIRC) to tell the differences in height (except perhaps for EXACT placement of certain longrange structures), but generally, the various hieghts and highs and lows of the map should be self-evident, and the differences and gradients between highs and lows should be self-evident, and without shadows enabled.

Posted: 24 Mar 2006, 04:14
by Das Bruce
AF wrote:snip when snip and I thought snip why cant you all snip loada crap

*gives out cookies to the mappers for bitch fight*
Has this actually been edited or is it a joke?

Posted: 24 Mar 2006, 04:29
by mother
snip

:wink:

Posted: 24 Mar 2006, 04:40
by Forboding Angel
Dragon45 wrote:I guess the point I'm trying to make is:

I should not need F1 mode (Heghtmap mode IIRC) to tell the differences in height (except perhaps for EXACT placement of certain longrange structures), but generally, the various hieghts and highs and lows of the map should be self-evident, and the differences and gradients between highs and lows should be self-evident, and without shadows enabled.
definately agree on this one. Typically, with rendered maps it's not an issue though. It the maps that ppl make using photoshop where you have issues, ftl.

Posted: 24 Mar 2006, 18:44
by hrmph
When a map has a really tall heightmap it can add a lot of differences to the gameplay. It does take extra work to make it work though; and not just an annoyance. On some maps it works very well though, take Mountain Siege, Caldera, or Cliffdown(less tall) for example.

Posted: 28 Apr 2006, 18:11
by Cheesecan
Forboding Angel: The two images of diff height levels you posted are obviously different because of these two factors:
1. Climate altitude level settings for textures, different texturing per altitude.
2. The shadows. These would appear differently in spring.

I'm not sure if you will understand this explanation, so please ask questions if you do not.

Horst and Graben is imho a decent map, and not flawed by its height. Sure the gameplay is different, but not necessarily bad because of height difference. Think of like real life where tanks do not work as well in say Afghanistan as helicopters and bombers.

Posted: 28 Apr 2006, 18:21
by Forboding Angel
Cheesecan wrote:Forboding Angel: The two images of diff height levels you posted are obviously different because of these two factors:
1. Climate altitude level settings for textures, different texturing per altitude.
2. The shadows. These would appear differently in spring.

I'm not sure if you will understand this explanation, so please ask questions if you do not.

Horst and Graben is imho a decent map, and not flawed by its height. Sure the gameplay is different, but not necessarily bad because of height difference. Think of like real life where tanks do not work as well in say Afghanistan as helicopters and bombers.
Why did you ressurect such an old thread?

I was being somewhat sarcastic whne I posted thos pictures. BTW my final assessment was that me and mother were both right in certain ways.

BTW I did figure out how to make pretty high heights work. I tested it a lot, but if you make your heightmap in photoshop at a very low resolution (like 500x500), then scale it up to texture map size, render, then scal it down to heightmap size, the high heights will work... generally. It's hardly an exact science though.