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Map Lava Highground 2.11

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Date Editor Before After
5/15/2018 9:19:14 PMEErankAdminAnarchid before revert after revert
Before After
1 [quote]I was just trying stuff. Edge detection will require a lot of changes. Texture is stretched to avoid seams. [/quote] 1 [quote]I was just trying stuff. Edge detection will require a lot of changes. Texture is stretched to avoid seams. [/quote]
2 Indeed. It's just that i think it will be much fitting with these. 2 Indeed. It's just that i think it will be much fitting with these. Primarily, i think that the difference in texture frequency between both the current lava and the lavas you tested is what's the worst part of it.
3 \n 3 \n
4 The stretching/tiling issue i think can be fixed by increasing noise frequency in the shader. Edge-detect highlighting will require a more significant modification, but i think it can be done without any true edge detect - just run a lowpass on the heightmap, then blur, then multiply. 4 The stretching/tiling issue i think can be fixed by increasing noise frequency in the shader. Edge-detect highlighting will require a more significant modification, but i think it can be done without any true edge detect - just run a lowpass on the heightmap, then blur, then multiply.
5 \n
6 (I wonder if lava can be made to play well with map or even dynamic lighting...)