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Posted: 21 Jun 2006, 23:08
by Zoombie
Those ground plates make base's look more like, well, base's and less like a random assortment of nonconnected buildings. Good show.

Posted: 21 Jun 2006, 23:21
by Caydr
Just looked at bigbuildings4fj.jpg @ imageshack that someone posted. What the flicky is wrong with your graphics card?

Posted: 22 Jun 2006, 00:33
by unpossible
Caydr wrote:Just looked at bigbuildings4fj.jpg @ imageshack that someone posted. What the flicky is wrong with your graphics card?
i thought that's how the shadows were supposed to look...

Posted: 22 Jun 2006, 03:29
by IceXuick
Can a building have 2 ground-decals?

I like your sand/asfalt/gravel thing, but i also like the metal thing..

maybe you can make one large decal with asfalt on the outer rim, and the metal one on the inside.. But as i said earlies, watch out for strange deformations on 'not-flat' terrain.

Posted: 22 Jun 2006, 05:18
by smoth
it can only have one ground decal. Also, if you want to avoid deformation you can simply keep the decal within the range of the footprint.

Posted: 22 Jun 2006, 06:55
by Das Bruce
unpossible wrote:
Caydr wrote:Just looked at bigbuildings4fj.jpg @ imageshack that someone posted. What the flicky is wrong with your graphics card?
i thought that's how the shadows were supposed to look...
Thats how poor peoples shadows look. :(

Posted: 22 Jun 2006, 07:53
by Shadow7
Someone tell me how to extract those textures, and I will maybe create something really cool for you guys...

Posted: 22 Jun 2006, 08:46
by FireCrack
Hmm.. metal looks good fr core, but arm would mkae more sense with concrete...

Posted: 22 Jun 2006, 10:17
by unpossible
Das Bruce wrote:
unpossible wrote:
Caydr wrote:Just looked at bigbuildings4fj.jpg @ imageshack that someone posted. What the flicky is wrong with your graphics card?
i thought that's how the shadows were supposed to look...
Thats how poor peoples shadows look. :(
hmmm. i didn't realise i was that poor :(. the x800 GTO works fine for everything else :oops:

Posted: 22 Jun 2006, 15:48
by Deathblane
Shadows are optimised for NVIDIA, so GTO x800's (mine included) don't quite cut it.

Posted: 22 Jun 2006, 16:04
by aGorm
unpossible wrote:
Rayden wrote:Something like that?

Btw. Dawn of War has many concrete decals
nah the squids would tile horribly :roll: :P

10$ for a little texture - sweet zombie jesus!
I could remake that I bet... I've done plent of that sort of thing for my maps. If you want ill do so.

aGorm

Posted: 22 Jun 2006, 16:49
by unpossible
i reckon there's enough of the image not under the squid logos to recreate it, considering it's tiled in the first place :P

Posted: 22 Jun 2006, 16:51
by Masse
how abaut making decals more flexible... so we could make decals under any object.
units, features

Posted: 22 Jun 2006, 16:57
by SinbadEV
unpossible wrote:i reckon there's enough of the image not under the squid logos to recreate it, considering it's tiled in the first place :P
Yes... but's that's stealing... sort-of... recreting isn't.

Posted: 22 Jun 2006, 16:59
by SinbadEV
Masse wrote:how abaut making decals more flexible... so we could make decals under any object.
units, features
AND MAKE THEM SPIN AND MAKE THEM SCRIPT CONTROLLED SO I COULD PUT COOL MAJIC RUNES SPINNING AROUND LIKE IN DAWN OF WAR!

Posted: 22 Jun 2006, 17:06
by Masse
i was thinking of something way more simple like making "shadows" from decals

Posted: 22 Jun 2006, 17:08
by smoth
Not that you people care:

Image

OMG shaddows.. :roll:

Posted: 22 Jun 2006, 17:10
by Masse
very nice smoth... but i meant making shadows for moving units from decals

Posted: 22 Jun 2006, 17:13
by SinbadEV
why would you need decals as shadows when we already have dynamic shadows?

Posted: 22 Jun 2006, 17:16
by Masse
i could only show how much prettier it makes "shadows" if it is as decal just a blob under unit looks nice