thats how they look on pictures, ive never seen then IRL. the color is a bit off though, should be way lighter ...
Flasche, I put an updated texture on our shared dropbox folder. It's lighter and has slightly more transparancy in the middle. While the color itself is more realistic that way, we may find that the the 3 (4?) planes of the models might become more obvious when less dark though. We'll have to find out. I fixed the weird behavior when vehicles and tumbleweeds collide. They just get destroyed much more quickly from physics impacts, so they are destroyed before they get stuck under the vehicle. Having the collision mesh reduced another 20% or so in diameter would probably improve this further. The sounds ... I can only set the sound for when "punted" but I have no idea what that word even means. The breaking sound might be model related in which case that's up to you Flasche
The only problem that we can't fix will be building placements. Ideally buildings should simply be able to be dropped on areas with a tumbleweed thereby destroying the tumbleweed with its physics force, like vehicles do. Every time one gets destroyed, a new one will spawn anyway. Just can't say if this (or any sort of solution to this) would be possible codewise or worth the trouble.
Might be a nice idea to tone down the over active HDR on crossroads and duststorm with an env_tonemap_controller Could probably just be added with entspy as well so no recompile required.
There is already a env_tonemap_controller on duststorm, you should see how blinding that shit is without it lol.
I just checked crossroads with entspy, it also has a env_tonemap_controller but SetBloomScale only gets set to 0.9 (1 being the default), maybe it should be lowered a little more.
I think duststorm and crossroads look perfect the way they are tbh. Especially duststorm should be sunny, and it's currently not blinding at all. If anything I would choose increasing HDR over lowering it. But I'm perfectly find with the current setting. Not even the BE rpg will cause blinding. Not even close. Crossroads is quite perfect as well.
Any mapper know why dynamic shadows, like you get from dynamic orex trees, seem to cast shadows in 2 directions? Can this be changed? This appears to be the reason why canyon trees have their shadows turned off. They're dynamic models with dynamic shadows, but are sometimes close to the cliffs or even inside them. I can change them a bit so they're not touching any cliffs, but they'll always have to be close to them. This is a problem when both the sun and cliffs are behind the trees, cause they don't only cast a shadow forwards on the ground in the correct direction away from the sun, but apparantly also in the opposite direction towards the sun causing shadows in the cliffs behind them. If this can somehow be changed directly, that would save me many hours of work.
Fixed it in code, raged hard at the fucking things refusing to roll onto ref points, I spent like 20 minutes looking at tumbleweeds
Just had a look at the new version of canyon you sent me. Awesome. Totally awesome. (For everyone else: Coming in RC5 )
There's a chance that downfall might become an official map, but the current minimap does not show the playable area at the lowest level well: https://dl.dropboxusercontent.com/u/234836/mapping/emp_downfall/2013-02-15_00002.jpg I made some changes so the lowest level is visible through the cliffs. Opinions/suggestions?