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Request

Posted: 01 Feb 2010, 07:09
by Gota
Allow maps to mess around with unit textures.
For example a snow map that creates spots of snow on top of the model or on parts of it that are touching the ground.


ATM,many times the buildings look pretty out of place on maps.
They look like foreign objects and the overall sensation is of artificiality.

Re: Request

Posted: 01 Feb 2010, 07:10
by Das Bruce
Hahaha fuck off.

If you ever did something like this it needs to be controlled mod side.

Re: Request

Posted: 01 Feb 2010, 07:53
by Gota
Mod side?
Imagine if you did it modside and you played on a map that was suppose to be rigid?
Snow and dirt is fine but how about metal maps?Or just maps that look artificial and are not suppose to have any dust or particles that can fly in the air?
It makes more sense for it to be mapside.

If its modside but is a mod option it will just be ignored so if its on by default people wont turn it off on maps that it isn't suppose to work with.
If its off by default it will never be used.
It makes the most sense for it to be mapside as a map option that is on by default.

Re: Request

Posted: 01 Feb 2010, 07:58
by smoth
how would you do the effect?

Re: Request

Posted: 01 Feb 2010, 08:21
by Das Bruce
Gota wrote:Mod side?
Imagine if you did it modside and you played on a map that was suppose to be rigid?
Snow and dirt is fine but how about metal maps?Or just maps that look artificial and are not suppose to have any dust or particles that can fly in the air?
It makes more sense for it to be mapside.
You would tag it mapside as a snow map or a metal map and let the mod decide what to do with that. When you say mapside you mean hard coded, one size fits all, bullshit done by the engine with no hope of working between different games.
Gota wrote:If its modside but is a mod option it will just be ignored so if its on by default people wont turn it off on maps that it isn't suppose to work with.
If its off by default it will never be used.
It makes the most sense for it to be mapside as a map option that is on by default.
Not true, just because most people play baseline dsd ba doesn't mean everyone does.

Re: Request

Posted: 01 Feb 2010, 08:26
by Gota
Well you could have parameters for the mapper.
For example colorize building texture based on min max angle.
So for example,parallel surfaces to the ground would have map texture particles on them.
You could have another parameter like proximity to the surface so the parts that are close to the surface would get covered with map texture particles but higher areas wouldn't.
and of course a few parameters to decide how the map texture particles would disperse in the designated area.

Re: Request

Posted: 01 Feb 2010, 08:33
by Gota
Das Bruce wrote:
Gota wrote:Mod side?
Imagine if you did it modside and you played on a map that was suppose to be rigid?
Snow and dirt is fine but how about metal maps?Or just maps that look artificial and are not suppose to have any dust or particles that can fly in the air?
It makes more sense for it to be mapside.
You would tag it mapside as a snow map or a metal map and let the mod decide what to do with that. When you say mapside you mean hard coded, one size fits all, bullshit done by the engine with no hope of working between different games.
Gota wrote:If its modside but is a mod option it will just be ignored so if its on by default people wont turn it off on maps that it isn't suppose to work with.
If its off by default it will never be used.
It makes the most sense for it to be mapside as a map option that is on by default.
Not true, just because most people play baseline dsd ba doesn't mean everyone does.

Well if its a map option its not hardcoded.
I mean if a mod wants to not use it at all it can just be disqualified using some lua.
I think its much more flexible if it's controlled per map as oppose to the mod having to think of all the options of the different maps.
It makes sense for the map to say if its has flying particles(or say vegetation) in the air or not,and of what kind.

About the BA DSD...
I think the point of such visual tweaks(atmosphere) is that most would be able to enjoy them without taking any action,not just select few.
It's good you are curious and like to inspect things deeper but a lot of players are just casual players and in fact such a tweak is more for them than for hardcore spring players that care less about bling.

Re: Request

Posted: 01 Feb 2010, 08:37
by Jazcash
Me thinks visual aspects that don't affect gameplay should be partially controlled by the user, seeing as some effects cause some players to lose FPS significantly.

Re: Request

Posted: 01 Feb 2010, 08:39
by Gota
JAZCASH wrote:Me thinks visual aspects that don't affect gameplay should be partially controlled by the user, seeing as some effects cause some players to lose FPS significantly.
It depends if such an effect would be negligible or not.
It could be tied down to one of the visual settings of Spring.

Re: Request

Posted: 01 Feb 2010, 09:40
by Das Bruce
no hope of working between different games.

Re: Request

Posted: 01 Feb 2010, 09:52
by zwzsg
Not true. No matter if you're playing Gundam, Pure, EE, EvoRTS, S44, or a *A mod, dust be dust, snow be snow, mud by mud.