rickier65
Posts: 14231
Joined: 4/20/2000 Status: offline
|
quote:
ORIGINAL: RockinHarry If I´m watching screenshots like this, I´m always evaluating from a modders and scenario makers point of view, partly as programmer too. Although the quality of tree objects and textures in PCO appear to be quite excellent (as appears other PCO content), the weak point looks like to be the 3D lighting (or lack of), preventing the really nice maps to have the required "depth" and really shine! I'll try to answer some of these, but thre are quite a few I don't know answer to. (I'm not a modeller). if I don't know answer, I"ll simply skip it. quote:
ORIGINAL: RockinHarry All game (static & dynamic) objects, with exception of the ground mesh cast live shadows(?). most do, I cant say that all do. there is a setting in the object properties that indicates when an object casts or recieves shadows I believe. quote:
ORIGINAL: RockinHarry You cannot switch single or groups of objects, to cast shadows or not (?). See above, though I cant say wheter it works or not. quote:
ORIGINAL: RockinHarry Shadows are a generic type that base on a single generic light source for all times of day (?). No the light source changes, and if I recall so do the shadows, with time of day and location of map (lat long, and date). quote:
From my judgement about the capabilities of the PCO editors, I would try the following to "improve" densely forested areas: Seperate the edges of forests from the interior visually by: Using the standard trees and an appropiate ground texture for the forest edges. Using progressively darkened variations of the ground texture for the interior. Using tree variations, that have the trunks and the lower parts of twigs and foliage darkened, for the interior. I think this way one could improve the appearance of "depth" a lot, when looking into a forest from outside (any angle & range). This is just some basic ideas, that also might help to conserve computer resources, with the exception of added texture memory demands. these sound like some good ideas. they should be inserted into the Map Maker documentation. Thanks for these comments. I'm pretty sure the folks currently making maps all read this forum, so this will help for future map work they will be doing. thanks! Rick
|