hardness 10&100 pics

hardness 10&100 pics

Discuss maps & map creation - from concept to execution to the ever elusive release.

Moderator: Moderators

Post Reply
User avatar
emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

hardness 10&100 pics

Post by emmanuel »

Image here
map=hardness10 gravity 80
weapon=damag5000 areaofeffect600 edgeefectivness.1


Image
samemap but =
map=hardness100 gravity 60
weapon=damag5000 areaofeffect600 edgeefectivness.1


firstly i hav not see that ground elevating around the hole
very impresiv with 10 but the deep is 10x higter

how do big elevating around but not big deep in hole???
is gravity related to holes ???
User avatar
Ishach
Posts: 1670
Joined: 02 May 2006, 06:44

Post by Ishach »

gotcha
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

I honestly don't know, however...


If you are designing your mod around terrian deformation... THat is a REALLY bad idea. Terrain deformation causes terrible lag in big games. Terrain deformation + your mods huge expolsions == horrible, horrible lag.
User avatar
emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

not only terain but smoke too
no my mod is designed on this=all units are builders
but i understand what for all mapper give a 1000hardness
so in 3years you think diferent about hardness when your hardwar will be suficient
me i lower the detail for hav nomany lag and that work with 100eplod in screen(not nuc explod)
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

I will write what he meant in as plain english as I can manage...
Emmanuel wrote:
not only terain but smoke too
no my mod is designed on this=all units are builders
but i understand what for all mapper give a 1000hardness
so in 3years you think diferent about hardness when your hardwar will be suficient
me i lower the detail for hav nomany lag and that work with 100eplod in screen(not nuc explod)

Forboding Translation:

Not only are there large explosions in my mod, there is a lot of smake as well.
My mod is designed upon the premise/principle that all the unts have some building capacity.
I understand the reason that all mappers give a high hardness value for maps.
In 3 years when hardware is more advanced/more powerful you won't be as concerned :-)
Personally I lower the detail settings and get only nominal/marginal lag when there are a LOT of explosions going on.
You have a good point about the hardware. Another thing I should have mentioned is that I don't think that terrain deformation is quite so laggy in the new map format.

BTW I think that the premise (Foundation) of your mod is quite interesting. Whether I enjoy it is a different story, but I'm definately looking forward to trying it out.

BTW to answer your original question: I do not believe that gravity affects/effects terrain deformation. I could be mistaken, but I'm about 90% sure that gravity takes no effect.

A good test for you would be to set the map hardness to something like 70, and put the gravity at 160, blow a hole in the ground. After that, set the hardness to 70 and then put the gravity at 30. Then just compare the holes and see if they are different. Make sure you use the same weapon for the hole.
User avatar
emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

sure i try it this day

it seem you don t understand when i said that SMOKE is cause of big lag in nuc or others huge explod
maybe a setting parameter ca reduce this...
for the mod yes bringing a new kind of gameplay
i test to flating ground with large feature 20footprint but don t understand if hardness slow the flating
for solve this i increase workertime to 1000
...
a goal in my mod work is using all possibility for changing
ex i think about a really diferent side =
core hav radars only for see ennemy
and arm los only
arm hav immune to paralyser
core have shields/lazer/beam
arm balistic/missiles/flamer
....
for try to stay/repect the storyline
or for a terminator/matrix mod
Hunter0000
Posts: 197
Joined: 04 Nov 2004, 00:33

Post by Hunter0000 »

I belive gravit effects ballistic weapon's impulse(velocity) does it not?

The question is does impulse effect terrain deformation. If so then ballistic weapons will deform more terrain when shooting from high->low on high gravity maps.

If no, then no it does not effect terrain deformation.
User avatar
emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

if not it need to be requsted
but i hav messag for say that i spam the request forum
User avatar
SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Hunter0000 wrote:I belive gravit effects ballistic weapon's impulse(velocity) does it not?

The question is does impulse effect terrain deformation. If so then ballistic weapons will deform more terrain when shooting from high->low on high gravity maps.

If no, then no it does not effect terrain deformation.
Impulse is the factor the determines how much the explosion pushes. Impulse works to determine this using Damage*Impulse. Velocity is unrelated to either in spring.

[edit] Higher impulse = deeper holes from explosions.
User avatar
emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

i don t use impulse
where is located
is a new72b1 add?
what is defaut impulse?
impulse move ground and units too isn t?
impulse don t giv damag isn t?
User avatar
Comp1337
Posts: 2434
Joined: 12 Oct 2005, 17:32

Post by Comp1337 »

Impiulse gives falling/collision damage.
User avatar
emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

were are write all this ?
in wiki?
in change log?
impulse is more old than72b1 isn t?
impulse move ground and units too isn t?
Post Reply

Return to “Map Creation”