Loading...
  OR  Zero-K Name:    Password:   

Post edit history

Map Aetherian Void 1

To display differences between versions, select one or more edits in the list using checkboxes and click "diff selected"
Post edit history
Date Editor Before After
5/12/2017 4:13:19 PMEErankAdminAnarchid before revert after revert
5/12/2017 4:09:53 PMEErankAdminAnarchid before revert after revert
5/12/2017 4:05:38 PMEErankAdminAnarchid before revert after revert
Before After
1 [quote]No normal/parallax map on those crystals :([/quote] 1 [quote]No normal/parallax map on those crystals :([/quote]
2 I remember jK showing off decals with bump maps (for craters) quite a while ago, go and prod him to release! 2 I remember jK showing off decals with bump maps (for craters) quite a while ago, go and prod him to release!
3 \n 3 \n
4 Also get specular and emissive while at it plz 4 Also get specular and emissive while at it plz.
5 \n
6 ---
7 \n
8 I think the people complain that the terrain [i]has too many edges[/i]. The way people recognize shaps is by constructing edges from raster data; and if the terrain has features that can be construed into edges, they will trick the detection of unit shapes into malfunction.
9 \n
10 So, the texture should be more bland, easier to tell apart from units, less intensive, a backdrop. If talking about this in terms of brightness/contrast and hsv, i'd suggest low contrast, low saturation; the low-frequency texture variation to be tied to terrain properties, while high-frequency detail being of a scale much smaller than units.
5 \n 11 \n
6 I think the people complain that the terrain [i]has too many edges[/i]. The way people recognize shaps is by constructing edges from raster data; and if the terrain has features that can be construed into edges, they will trick the detection of unit shapes into malfunction. The texture should be more bland, easier to tell apart from units, less intensive, a backdrop. If talking about this in terms of brightness/contrast and hsv, i'd suggest low contrast, low saturation; the low-frequency texture variation to be tied to terrain properties ( like on titan) , while high-frequency detail being of a scale much smaller than units. 12 Resist the temptation of a white snow or black volcanic ash. You can only have gray dusted snow and gray volcanic ash - but you can also add large-scale features that will hint at blackness or whiteness. This way the edges represented by those intense features can be quickly eliminated by unit-pattern finder.
13 \n
14 As the showcase for both all of the above - the the lightness, contrast, the saturation, and large-scale intensive features outscaling units so that they don't impede their detection, i would use the Titan maps. Some GRTS maps also have large-scale intense diffuse detail (like hydraulic erosion patterns) which are also of sufficiently non-unitlike scale to work.