Features and side walls

Features and side walls

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

Moderator: Moderators

Post Reply
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Features and side walls

Post by AF »

Ok I can sorta have a go at features, but side walls? Say I place skyscraper ro a wall on my spring map design, how do I texture the side so it doesnt turn out all crappy looking and stretched without placin a feature down and label the building as indestructable? Or should I create immense features and wait for the features to be fully implemented? Or what about cliff faces? Or rock pillars? Coments please
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

make your map an island, and then just ignore the fact that ships can go to edge of the map,
User avatar
Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Or you can have a ring world, but i already said that on a previus post. I cant think of anything new to say.... thats not good
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

No I didnt mean the side fo a world. If I place a large rctangular tower say a scyscraper in the centre of my map, According to the way it currently gets textured my scyscrapers sides are going to look all stretched and warped
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

I know exactly what you mean. You mean due to teh terrain being a flat top down picture, the steeper the height map is the more naff it will look as a 1 pixle dot will, from the top take one pixle, but from the side take 500 pixles and hence look naff and stretched out, due to it being on a near verticle elevation.

I would have though these would have to be features though, it would be cool if the engin could detcet the colour of the terain and then on inclines abouve a certain steepnees, add a different txture over the top of the original one. For different colours it would map a differnt "wall" texture.

aGorm
User avatar
Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Cool, also aGorm, i dont like your new pic, but whatever.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I think is new pic is rather intuitive and interesting. A damn sight better than some of the others on here. Afterall I did liek the animated tree on blue background, not like any avatar I've seen before ont hsi forum
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Its just a temp, I didn't want that tree no more, so i dug oput an old one... I'll probablie spend some time on a new realy cool animated one... (my mates think I should bring back the "G" but you guys aint seen it...)

aGorm
Post Reply

Return to “General Discussion”