Watermap/hardnessmap?

Watermap/hardnessmap?

Requests for features in the spring code.

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Orakio
Posts: 119
Joined: 25 Aug 2006, 16:41

Watermap/hardnessmap?

Post by Orakio »

These would be sweet.

Hardness could work the same way as height where you set min height and max height obviously instead min and max hardness for whatever colour values.

Water map would allow you to say have a lake high up. It should really be like a second height map. To simulat "water falls" just apply max slope etc to ships and treat going up water like going up land. If the water is lower than land don't show it, if it is higher than land but the land doesn't slope up let it be bugged, people should make proper maps :).

Both should be optional, as most people would be happy wih the old version.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

:shock: Great... yes, that would be cool- Imagine a Big Cruiser going up the Waterfall, driving into a small mountainlake...
Me wants it..
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FireCrack
Posts: 676
Joined: 19 Jul 2005, 09:33

Post by FireCrack »

Hardness can already be done with typemaps

The water thing would require a complete reworking of how water works...
bamb
Posts: 350
Joined: 04 Apr 2006, 14:20

Re: Watermap/hardnessmap?

Post by bamb »

Orakio wrote:These would be sweet.
Water map would allow you to say have a lake high up. It should really be like a second height map. To simulat "water falls" just apply max slope etc to ships and treat going up water like going up land. If the water is lower than land don't show it, if it is higher than land but the land doesn't slope up let it be bugged, people should make proper maps :).
You could also have a flow map (2 number values per pixel) and then someone could do a shader that somehow depicts that flow. That's not easy though. A default compile option would be flow from higher water to lower water areas.

If someone has so much skill and spare time. :-)
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