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Seth's Ravine 3

By SirArtturi, Beherith, KaiserJ, TheMooseIsLoose
Rating:

Optimal for 2 to 6 players.
Size: 16 x 12

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Downloads: 47
WARNING, THIS MAP IS NOT AND WILL NOT BE DOWNLOADABLE.


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the fog returns, along with some updates to internal components.

-dualfog replaced with more functional raaarfog
-void gadget added to clear units and projectiles that fall into the fog (features are not cleared)
-smd to mapinfo.lua
-s11n feature config and much more sane colvols (still not perfect)
-now uses map_lua_metal_spots.lua to allow easy updates to metal config, with the same patch graphics as v2, now without the random disappearing



Does not yet have:
-any visible changes from previous metal config, but it's now stored in map_metal_layout.lua
-wind multiplier
-fog that extends to frustrum (square extents are visible with high camera)
-any reclaimable features, same as previous version
+11 / -0
quote:

-void gadget added to clear units and projectiles that fall into the fog (features are not cleared)


because of the rocks? Wreckages from aircraft are features too.

if the fog covers a bottomless chasm, what are those rocks standing on?

EDIT:
- the metal spot textures didn't show up
- the yellow grass looks weird and should be removed
- the fog should have its scale increased to make the pattern less discernible when zoomed out
- How about adding a big "golden" metal spot on each of the "temples"?


(also note that there's an issue where projectiles over the fog are rendered weirdly, but can be masked by making the fog brighter and compensating by setting the ground or water plane below to a certain color. Imo it's an engine bug as fog layers are planes below them)
+2 / -0
the ground still exists, it just can't be seen under 0 height with voidwater

probably right about grass, but it could be recolored if the grassbladetex was removed

not sure how I messed up metal spot textures for release but it works on local .sdd
+0 / -0
raaarfog. it is a thing now!
+1 / -0
quote:
- the fog should have its scale increased to make the pattern less discernible when zoomed out


How do I best do this? I tried but wasn't able to make any changes to
quote:
scaleFactor = scaleFactor * (1+sin(2*math.pi*t/periodS) / 5)

that didn't make it uglier at certain zoom levels
EDIT: I dropped the divider to 4 seems a bit better

quote:
(also note that there's an issue where projectiles over the fog are rendered weirdly, but can be masked by making the fog brighter and compensating by setting the ground or water plane below to a certain color. Imo it's an engine bug as fog layers are planes below them)


dualfog exhibits the same flaw. A relevant mantis issue can be viewed here: https://springrts.com/mantis/view.php?id=5214
I didn't have any luck fixing dualfog with this DrawWorldPreParticles event, it made all cegs look pixelated
+0 / -0


6 years ago
3.1 is out http://zero-k.info/Maps/Detail/57492
+0 / -0
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