well, yeah, for alot of the damage, a layer for the texture would do.
Also, (before something like this starts up) it would be better to do
layers because most likely the layers will have alot of "white space" in
them, which can be easily compressed by anything from gzip/bzip2 to
simple modem compression, making both the layer smaller in actuall size
(do to png's way of doing things) and smaller in sent content. Also, we
could still further damage by applying a small bump map to that tile for
3D clients. (And semi-low detal bump maps are extreamly small) Also,
another idea could be to layer layers, so mabey you have tile, damange
10% layer a, damange 30% layer b, damange 40% layers a+c, or something
similar. ALSO one more thing, would it be pheasable to allow mabey a
gzip/bzip2 protocol extension or something to the (currently
non-exsistant) media server design? Ive noticed that sometimes bzip2
will further compress an already small png and sometimes jpg as well,
and we should be utilizing as much bandwith as possible.
Patrick McFarland
unknown@...
Hans Häggström wrote:
>
> At 01:41 2000-12-02, Bryce wrote:
> >I'm wondering now if Hans' idea for transparent overlays could do the
> >job here? E.g., imagine creating a dozen different "cracks" that could
> >be overlayed on any tile to give it the appearance of having a crack
> >running through it. Or similarly for moss at the edges, etc. This
> >would not only save the work of having to create a number of custom
> >tiles, but would also help minimize downloads. Of course, this does not
> >rule out also creating special damaged tiles. :-)
> >
> >Zzorn, what do you think? Can we do this using your transparent layer
> >concept?
>
> Yes, that is a good idea. I hadn't though of that.
>
> Games such as Half-Life use similar techniques, they have pictures of
> bullet holes, cracks, soot after explosions, and blood splatter, that are
> drawn on the geometry. Players can also spray custom logos on walls.
>
> We could have different overlays for different types of damage, and cracks,
> moss, snow, ice, sand, etc, for various kind of erosion from the
> surrounding environment and nature.
>
> Damage overlays could be dents of various depth from blunt damage, rents
> and scratches from cutting damage (such as swords), and holes or chip-marks
> from piercing weapons. In addition we could have soot marks from fires and
> explosions.
>
> In addition to color overlays, we could use bump-mapped overlays in the 3D
> client, if that is possible. (They might be possible to pre-render for the
> 2Dclient too). That way dents and cracks would be even more realistic.
>
> Other things that overlays could be used for on the ground are tracks, such
> as footsteps and blood trails.
>
> When a building block has taken much damage, it could crumble to a
> half-broken state. This would not be possible to do with overlays, so for
> that we still need special sprites/3D models.
>
> >Wouldn't be cool if someone cast a fireball in Caer Jassad, and once the
> >smoke clears, one sees soot marks over a bunch of tiles, and the tiles
> >directly under the line of fire have been sintered and cracked, and
> >right where the fireball struck, the tiles have been fractured into
> >gravel and charred debris? /me dreams on...
> >
> >Bryce
> >
> >On Fri, 1 Dec 2000, Uta Szymanek wrote:
> >
> > > Hello,
> > > > Anyway, so I guess I'm poking at you and Uta to see how you think tile
> > > > damage and modification should be implemented. What do you think?
> > >
> > >
> > > This is a point I have already thought about and I had started to create
> > > damaged tiles. But at the moment the demo has the higher priority and so
> > > it will take some more time till more damaged tiles are available. I was
> > > thinking about pavement with cracks filled with grass and earth and such
> > > things. I have also started to make some textures more rough and this
> > > process will go on. But it will take time, because the first step is the
> > > creation of a tile and the second the integration inside a landscape or
> > > enviroment which is normally followed by new changes (color, hue,
> > > lightness...). At this point the real adaptation starts and goes on
> > > until the tiles and sprites fit toghether well. So these screenshots are
> > > always snapshots of the current state of artwork and adaption and the
> > > process of creation will go on ;)
> > >
> > > >> Uta
> > > >>
> > >
> > >
> >--
> >Bryce Harrington
> >bryce @ neptune.net
>
> --
> Hans Häggström (aka zzorn)
> http://www.helsinki.fi/~haggstro/
> "Share and Enjoy" - Cirius Cybernetics corp. - THHGTTG
>
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