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Posted: 27 Oct 2006, 17:56
by aGorm
+1 to Quanto042... Its fine without a sky box.

aGorm

Posted: 27 Oct 2006, 18:02
by LathanStanley
I wish I could do a "partial" skybox, with transparencies...

just so I could put trees on the horizion...

that'd be perfect...

a sky "ring" lol :P


maybe I'll look into the "far" features idea, and push them off the map..

and put some big trees out there...

I bet it ends up looking retarted thoguh :(

Posted: 27 Oct 2006, 23:00
by Argh
Why not have 4 "features" at each corner, that are "distant" tree-scapes, done in 3D? Just poster-boards. You could even extend this with some other tricks...

Posted: 27 Oct 2006, 23:21
by LathanStanley
Argh wrote:Why not have 4 "features" at each corner, that are "distant" tree-scapes, done in 3D? Just poster-boards. You could even extend this with some other tricks...
DEAL!


I like that idea :wink:

Posted: 28 Oct 2006, 02:39
by aGorm
But if you do that then it will realy mess up as the things will be so big and so far from there center points they will never be on screen when the center point is... it only realy workls for tjings Just off the map (like maybe a screen or so). Else the center (which wetrehr its visible or not is worked out from) is to far fromn teh object.

aGorm

Posted: 28 Oct 2006, 08:37
by LathanStanley
aGorm wrote:But if you do that then it will realy mess up as the things will be so big and so far from there center points they will never be on screen when the center point is... it only realy workls for tjings Just off the map (like maybe a screen or so). Else the center (which wetrehr its visible or not is worked out from) is to far fromn teh object.

aGorm
I assure you, IT CAN BE DONE!

and well :wink:

Posted: 28 Oct 2006, 08:41
by Zoombie
I'm not quite sure what to fizualize, as I am not really a mapper, but It SOUNDS cool!

Posted: 28 Oct 2006, 11:21
by Dragon45
And forboding btw - is that skybox cropped from that old Zelda promo? :P

Posted: 29 Oct 2006, 11:04
by SwiftSpear
A moderately beliveable skybox could be built with a bit of skill. Hell, even a couldy sky with a bit of a green color would work. The problem with the current skybox is mostly that it's a blue sky when you're using lots of green mist in the map. It's just unnatural to have fog and blue skys in the same view, that doesn't happen in real life, you either can't see the sky at all through the fog or the sky is clouded over.

Posted: 29 Oct 2006, 11:16
by PicassoCT
And Skyboxes have no moving clouds... why not keep it that way.. - a good Skybox is same Modellworkhours as the Map.. Also don`t forget that the Land... beginns at 1/3 of the Side.. so that your trees are not growing out of the Ground like Mushrooms..

Posted: 29 Oct 2006, 15:37
by Quanto042
SwiftSpear wrote:A moderately beliveable skybox could be built with a bit of skill. Hell, even a couldy sky with a bit of a green color would work. The problem with the current skybox is mostly that it's a blue sky when you're using lots of green mist in the map. It's just unnatural to have fog and blue skys in the same view, that doesn't happen in real life, you either can't see the sky at all through the fog or the sky is clouded over.

Did u actually try his map? It is very beleivable as it is. The blending and setup is very convincing. There are plenty of maps that would be better with a good skybox, but this one isn't one of them. Its at that artistic fine line between perfection and "one more touch of paint, or one more pencil line could ruin it".

Lathan, pls, for the love of god don't do it! Ur map is teh awesome. Don't take it down a notch.

Posted: 29 Oct 2006, 17:04
by Cabbage
It's just unnatural to have fog and blue skys in the same view
Wrong!

I live in England, i know fog ^^

Posted: 30 Oct 2006, 23:04
by aGorm
LathanStanley wrote:
I assure you, IT CAN BE DONE!

and well :wink:
No serisoly, that wont work. Try looking at one of your big trees from all angles... notice they suddenly disapear? If you gonna place features way off the map the center point will be nowere near the model, and as such how can you say it will work? 50% of the time the center point of the model and the actul model wont be on screen at the same time, so you wont see the model rendered. (much like when you look up to much at your trees and teh center point goes of the botom of the screen.)

Just suggesting youd be better off having trees just outside the map, as oposed to miles off.

aGorm

Posted: 31 Oct 2006, 04:13
by LathanStanley
aGorm wrote:
LathanStanley wrote:
I assure you, IT CAN BE DONE!

and well :wink:
No serisoly, that wont work. Try looking at one of your big trees from all angles... notice they suddenly disapear? If you gonna place features way off the map the center point will be nowere near the model, and as such how can you say it will work? 50% of the time the center point of the model and the actul model wont be on screen at the same time, so you wont see the model rendered. (much like when you look up to much at your trees and teh center point goes of the botom of the screen.)

Just suggesting youd be better off having trees just outside the map, as oposed to miles off.

aGorm
Inside the SMD:

footprint_x= HUGE! 1000+ (visible from anywhere except pointing UP in the air
footprint_y= HUGE! 1000+ (visible from anywhere except pointing UP in the air
blocking = 0 (no blocking)
reclaimable = 0
indistructable = 1 (no reclaim, no kill, no nothing)

then put in upspring:

the center locations of the hitsphere at 1.2*10^38 th on each.. (unclickable, no mouseover) DUE NOTE!! that this high of a setting with instantly crash spring if the feature can be "auto-reclaimed" if a building is built over it, or in the non-blocking case, you draw a huge circle of reclaim... , use indistructable = 0 to fix the crash.. you HAVE to.. and leave the size of the sphere only large enough to encompass the feature itself, not the feature PLUS the distance to center I.E. (1000) ish... and set the height to the feature height.. and then just move it like, approx 30 footprint units, or however far you'd like it to be, off the center in the appropriate direction.

again, YES, its do-able. :wink:

I've spent some time farting with the settings... on those damn trees, and yeah, this will work, I assure you.. :-)

Posted: 31 Oct 2006, 21:02
by aGorm
Ohhh... did they finaly change the code then? Dam them for not making it apparent. Large footprints.... gotca!

aGorm

Posted: 31 Oct 2006, 22:40
by jcnossen
No code was changed, or it must have happened accidentally...
I'm not even sure why this works, but if it does it's nice ;)

Posted: 01 Nov 2006, 01:02
by VonGratz
OMG!Its fantastic! and Ive played with shadows without the troubles Ive spected due so much stuff.Its the hoverland paradise :lol:
The images are so good that I was killed while observing the landscape.
I vote for the Map of the Year!
VonGratz :wink:

Re: ..: New Map :.. BlackLake Swamp

Posted: 30 Nov 2006, 23:06
by Dragon45
Any updates on this map?

Posted: 03 Dec 2006, 09:10
by LathanStanley
eventually...

:?

I'm rather busy these days...

Posted: 03 Dec 2006, 15:00
by aGorm
Thats good news, give me time to catch up on your most extravagant map lead.... :twisted:

(I am only kidding...)

aGorm