Page 4 of 6
Posted: 26 Oct 2006, 20:40
by Zoombie
I'm suprised their not less stuff going wrong on this map. It plays very very cool.
Posted: 26 Oct 2006, 20:59
by Sheekel
You should get some kind of award for this. It is absolutely amazing.
I am hereby instituting the Spring Wall of Fame! (to be exclaimed with great dramaticism and music)
.:
Wall of Fame:.
Lathan Stanley
Posted: 26 Oct 2006, 21:35
by aGorm
Well, I just looked for all the problems I had to see if you'd missed anything.

Glad its all working! Now I just have to go cry over the fact I won't be releasing anything that good atleast till christmas...
aGorm
Posted: 26 Oct 2006, 22:59
by Noruas
Map of 2006 probably is the award.
Posted: 26 Oct 2006, 23:00
by LathanStanley
skyboxes are the evil.... urgh
the skybox may get an "indefinate release" date lol....
its.. the most, weird, thing I've ever dealt with...

Posted: 27 Oct 2006, 00:13
by Dragon45
Perhaps you could ask Picasso to design it for you? He's the king of interesting skyboxes

Posted: 27 Oct 2006, 02:02
by LathanStanley
Dragon45 wrote:Perhaps you could ask Picasso to design it for you? He's the king of interesting skyboxes

I can draw it, and stuff... heck, I have one...
but it WILL NOT render right on the f'in game..
I mimic'd his jpeg, and covered in swampish stuff...
and yeah, it'd work if the damn game would render it right...
its all HUGE pixels and stuff
Posted: 27 Oct 2006, 03:51
by Forboding Angel
umm lathan, does this suit your fancy?

Posted: 27 Oct 2006, 03:52
by Forboding Angel
oh and btw, me = made of win

hehehe
in case anyone didn't notice, I just figured out how to make skyboxes.
Posted: 27 Oct 2006, 05:04
by Argh
F.A.: I think that the skybox needs to include some "sky" at that angle- the trees on the box are entirely out've scale with the map, and make it feel unrealistic. Also, it needs more of the fog color blended into it, to make it feel blurry and at a distance. I'm glad you've learned how to make 'em, though- they can really give a map that last bit of perfection if well-done

Posted: 27 Oct 2006, 06:05
by Neddie
Send me some tips on Skyboxes, and I will hand-paint the images necessary for them. Honestly. We need them desperately, and if I can't do it effectively on computer, I'll be damned if I am left out.
Posted: 27 Oct 2006, 06:50
by LathanStanley
the problem I'm having is this:
to generate a skybox thats "believeable" from anywhere on the map, you have to have a FAR , VERY VERY FUCKING FAR! start line for anything but ground texture..
I.E. your brain and eyes will percieve it as a backdrop if it dosen't change its Field Of View as the camera moves, UNLESS!!!! its justified as VERY FAR, I.E., a planet....
meaning, there is a VOID! of ONLY ground tex, and sky from the map to the skybox, meaning.... the skybox "trees" have to be VERY small, and at a VERY far distance...
what happens? it leaves a GAP in the trees and foliage thats so damn huge, it makes everything look retarted..
if it was a map that didn't require a distance, I.E. a map like asteroids in space, I'd do it, and use it....
but for now, since frankly it makes EVERYTHING look retarted, no.
no skybox.
here's a pic to describe what I mean...

Posted: 27 Oct 2006, 06:56
by Argh
Lathan, why not just fake DOF by rendering it out and then blurring it considerably? After all, between the fog fading map features out and the skybox, it'd come down to that. It'd just look fugly when at the map's edge, but there's little that can be done about that in an engine that allows the freedom of camera views that Spring does.
Posted: 27 Oct 2006, 06:58
by LathanStanley
cause frankly, I've worked too hard, and don't care anymore..
maybe tomorrow... hmmmpmmh
Posted: 27 Oct 2006, 07:01
by Argh
Sleep is good. I need to get some too- I'm getting to the "grumpy snappish Argh" phase again

Posted: 27 Oct 2006, 07:28
by mufdvr222
You could use a low res version of the map texture as the bottom face of the skybox, this would help it blend in. Thats if I am interpreting what you mean correctly

Posted: 27 Oct 2006, 11:34
by aGorm
Just sopmthing to consider... you can place features outside the playing field, by moving the objects away from there center points, thus making them appear outside the map. You could use this to put real trees into the near void, and then it might jsut work. You could also technicly build terrain out of features...
aGorm
Posted: 27 Oct 2006, 13:51
by Warlord Zsinj
You don't need much sky showing, but it would be cool to have shafts of light coming down from amidst an overhead canopy...
I also think that the skybox should be a bit more blurred so that it isn't disorienting when placed against similarly coloured and rendered features.
Posted: 27 Oct 2006, 15:07
by aGorm
Only thing btw with that screen shot is... it looks like your in a miniture forest, thats under neath a REALY huge tree (one about teh size of a small moon... (thats no moon, its a battle station...))
Also, I think teh map looks far more like its set ing an open swap area with lots of trees... not a dense forest. Or is that just me.
aGorm
Posted: 27 Oct 2006, 17:33
by Quanto042
aGorm wrote:Only thing btw with that screen shot is... it looks like your in a miniture forest, thats under neath a REALY huge tree (one about teh size of a small moon... (thats no moon, its a battle station...))
Also, I think teh map looks far more like its set ing an open swap area with lots of trees... not a dense forest. Or is that just me.
aGorm
Seems like a swamp to me, and to be honest, i dn't think this map needs a skybox. The features provide enough atmopshere to keep the map alive. And i always felt the sky settings u made for the map actually fit well anyways.