http://img27.imageshack.us/img27/406/screen394.jpg
Why does the water have this halfway across it?
Why does spring cut off terrain at a distance? 20x20s look like shit with the terrain getting cut off in the distance.
What have I missed.
maps, fog and water.
Moderator: Moderators
- thesleepless
- Posts: 417
- Joined: 24 Oct 2007, 04:49
Re: maps, fog and water.
no idea, what map is that?
Re: maps, fog and water.
something I am working on for gundam.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: maps, fog and water.
Smoth, it's getting culled by the renderer cause your camera is at the edge of the map. If you move your camera a lil into the map it should stop doing it. It's annoying, but I'll be damned if I know what causes it.
At least that's what it looks like is happening. I've seen it enough times that I think I know what it is, but tbh there is no way that I could tell for sure, so if I'm wrong, just ignore me :-/
At least that's what it looks like is happening. I've seen it enough times that I think I know what it is, but tbh there is no way that I could tell for sure, so if I'm wrong, just ignore me :-/
Re: maps, fog and water.
This is a major annoyance, since the fog doesn't do the usual job it's supposed to do (hide map geometry that's being culled for efficiency) and just generally is a pain in the neck. Spring's handling of this stuff is really sub-par, but meh, that's a lower-order problem than the basic fixes to the map rendering system I outlined months ago.
Best setting I found was FogStart=0.3;, which is close to not drawing the fog at all.
Best setting I found was FogStart=0.3;, which is close to not drawing the fog at all.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: maps, fog and water.
Actually the higher the fogstart number is, the further away the fog is drawn. 03 is actually pretty close. Normally I opt for 06 or 07ish.
