Leroy30 Posted February 5, 2014 Author Report Share Posted February 5, 2014 Guess you got it sorted! Quote Link to comment Share on other sites More sharing options...
Leroy30 Posted February 7, 2014 Author Report Share Posted February 7, 2014 This is definitely going to take some time.BTW if anyone wants to have a play around with what I have so far here's the files:http://websudoku.co.nz/downloads/map001.zipFor best results (as you see in my pics) you'll need to turn on all the optional graphics enhancements. Otherwise it will look a bit lame.Here's how:http://trac.wildfiregames.com/wiki/Manual_Settings 1 Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted February 8, 2014 Report Share Posted February 8, 2014 Awesome looking map I bet it would help to be able to brush clumps of trees and whatnot, instead of placing them individually? Maybe I will find inspiration to reapproach the patch I was working on for that... 3 Quote Link to comment Share on other sites More sharing options...
Leroy30 Posted February 8, 2014 Author Report Share Posted February 8, 2014 Awesome looking map I bet it would help to be able to brush clumps of trees and whatnot, instead of placing them individually? Maybe I will find inspiration to reapproach the patch I was working on for that...You would be my hero Quote Link to comment Share on other sites More sharing options...
idanwin Posted February 11, 2014 Report Share Posted February 11, 2014 (edited) That would be awesome! It should have several options: Thick Forest, Normal Forest and Sparse Forest.EDIT: And add forest textures to the ground as well Edited February 11, 2014 by idanwin Quote Link to comment Share on other sites More sharing options...
Leroy30 Posted February 13, 2014 Author Report Share Posted February 13, 2014 That would be awesome! It should have several options: Thick Forest, Normal Forest and Sparse Forest.EDIT: And add forest textures to the ground as wellWhy not just have a 'density' value instead of just thick, normal and sparse?Hmm or something like:Core density: The density of the trees at the center of the radiusOuter density: The density of the trees at the out edge of the radiusDensity jitter: The randomness of the density. For example a strong jitter will produce clumps or trees and clumps of emptyness whereas a low jitter will make it a very evenly spread randomness (in conformity to the core and outer densities as well).Size jitter: The randomness of the size/scale of the objects being placed.Brush radius: The size of the brush.It's always the end-user who wants the programmer to do the most work! Quote Link to comment Share on other sites More sharing options...
crazyewok Posted February 24, 2014 Report Share Posted February 24, 2014 Great bmap. Thinking of makeing some mega sized maps too!Would love to make a mod round them too. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted February 25, 2014 Report Share Posted February 25, 2014 btw -- I wish we could get rid of the blackness that reflects in the ocean when we zoom out for screenshots. Also, need to do something to prevent the map from disappearing behind the skybox. 1 Quote Link to comment Share on other sites More sharing options...
Leroy30 Posted February 25, 2014 Author Report Share Posted February 25, 2014 btw -- I wish we could get rid of the blackness that reflects in the ocean when we zoom out for screenshots. Also, need to do something to prevent the map from disappearing behind the skybox.Agreed!Haven't done any more lately; super busy with work at the moment but haven't forgotten about it! Quote Link to comment Share on other sites More sharing options...
wraitii Posted February 25, 2014 Report Share Posted February 25, 2014 I was thinking of not rendering the sky for reflections and just using the skybox, which would fix that, but i need to make a few changes first.Not sure what you mean by "map disappearing behind the skybox". Quote Link to comment Share on other sites More sharing options...
idanwin Posted February 26, 2014 Report Share Posted February 26, 2014 The part of the map that gets cropped off because it is outside the skybox, i.e. the skybox gets rendered in front of it. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted February 26, 2014 Report Share Posted February 26, 2014 When you zoom out "too far" the map starts to recede behind the skybox. Thing is, for large maps you need to zoom out that far to get a good map preview image. Quote Link to comment Share on other sites More sharing options...
Catalanoic Posted February 28, 2014 Report Share Posted February 28, 2014 awesome map! Quote Link to comment Share on other sites More sharing options...
wraitii Posted February 28, 2014 Report Share Posted February 28, 2014 btw -- I wish we could get rid of the blackness that reflects in the ocean when we zoom out for screenshots. Also, need to do something to prevent the map from disappearing behind the skybox.When you zoom out "too far" the map starts to recede behind the skybox. Thing is, for large maps you need to zoom out that far to get a good map preview image.Both were the same issue and are fixed in SVN. I've changed the behavior slightly too (it scrolls lightly now when you move over the map) but I can change that back. 2 Quote Link to comment Share on other sites More sharing options...
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