Posted: 01 Sep 2006, 08:45
Visible metal isn't possible if you don't use the small metal spot approach TA uses but have a more spread-out metal map.
Open Source Realtime Strategy Game Engine
https://springrts.licho.eu/phpbb/
Clarify please, visible metal is possible irrelevant of how you set up the metal map.KDR_11k wrote:Visible metal isn't possible if you don't use the small metal spot approach TA uses but have a more spread-out metal map.
You can still create a visual metal effect on the master texture, it just won't be as immediately sensical the way it is with OTA metal patches.KDR_11k wrote:I take visible metal to mean metal patches are visible without F4 view. For a more spread out metal layout you can maybe overlay the metal map over your normal texture but that'd look just plain weird and depending on the base colors of the map might be difficult to see in many places.
I think you could get a very cool effect if the large are with metal had some long hairline cracks where you could spot shiny metal. if texture well it would loko very good and give a hint to where there's metal.aGorm wrote:Why on earth (assuming you took the metal everywere aproch) would you take your loverly green hills and plaster a Huge metal texture over half of it just because there was metal there??
aGorm
Yhe, but to be fair the point of it being on the texture is so you would not have to look at the metal map... If you just did that (which I would consider) you would still have to look on teh actull metal map to see how the metals relay laided out! So you may aswell not do it atall... unless its happens to look estecicly pleasing.HawkMan wrote: I think you could get a very cool effect if the large are with metal had some long hairline cracks where you could spot shiny metal. if texture well it would loko very good and give a hint to where there's metal.
Castles is a good example of a map where, after hitting F4 once, I know where the metal is - it's not perfect, it would be better if the castle-with-metal tex was different from castle-without.... but at a glance I can see that the courtyards and the sand are metal, the water is heavy metal, and the ramps/entrances/towers are non-metal.SwiftSpear wrote:You can still create a visual metal effect on the master texture, it just won't be as immediately sensical the way it is with OTA metal patches.KDR_11k wrote:I take visible metal to mean metal patches are visible without F4 view. For a more spread out metal layout you can maybe overlay the metal map over your normal texture but that'd look just plain weird and depending on the base colors of the map might be difficult to see in many places.
Sure it will. I'm not sure what map I saw it on, but I've seen a metal texture blended into the grass... maybe with an an overlay filter? ... and it looked very nice. It was spread over an area of about 250 or so units.SwiftSpear wrote:You can still create a visual metal effect on the master texture, it just won't be as immediately sensical the way it is with OTA metal patches.KDR_11k wrote:I take visible metal to mean metal patches are visible without F4 view. For a more spread out metal layout you can maybe overlay the metal map over your normal texture but that'd look just plain weird and depending on the base colors of the map might be difficult to see in many places.
Caydr wrote:Sure it will. I'm not sure what map I saw it on, but I've seen a metal texture blended into the grass... maybe with an an overlay filter? ... and it looked very nice. It was spread over an area of about 250 or so units.SwiftSpear wrote:You can still create a visual metal effect on the master texture, it just won't be as immediately sensical the way it is with OTA metal patches.KDR_11k wrote:I take visible metal to mean metal patches are visible without F4 view. For a more spread out metal layout you can maybe overlay the metal map over your normal texture but that'd look just plain weird and depending on the base colors of the map might be difficult to see in many places.
QFT.Warlord Zsinj wrote:I still think players should be forced to rank a map after playing on it, and maps should be listed according to rank. Rank is expressed as a ratio, not as how many votes are placed, so the afore mentioned 'pulp' maps don't dominate.
There has to be a way to seperate the good maps from the many, many average maps out there.
I also concur, we need a more TAMEC inspired map hosting system.Molloy wrote:QFT.Warlord Zsinj wrote:I still think players should be forced to rank a map after playing on it, and maps should be listed according to rank. Rank is expressed as a ratio, not as how many votes are placed, so the afore mentioned 'pulp' maps don't dominate.
There has to be a way to seperate the good maps from the many, many average maps out there.
Try River Dale or Giant Hills and Valleys, they are both pretty decent looking maps.BlackLiger wrote:Muchly in agreement. If nothing else, it would help me find a map to use to produce a SPRING trailer FAR easier.