kabutor wrote:
> >Are you saying that the GUI will become 3D?
> >
> Well, I think so, Moritz should know that better, but when Ogre3D gets
> integrated in the game, wich is one of the TODOs for next version, is
> easier to simply remove the sail elements in the screen and replaces
> them with, l
Erno Szabados wrote:
> > We definitely should incorporate
> > this into the next release, even if we base it on the current SDL menu
> > system. I'll have a look on much work this would require and compare it
> > with the estimated amount of work for cegui.
>
> As you see fit, of course I would l
Erno Szabados wrote:
> > > Great.. ergh.. shall we delay this a bit more, until we check the PLSM?
> >
> > For tiled maps we'd need a high resolution map either, so that wouldn't
> > change much.
>
> I did not follow the topic, but would a vectorized map help you?
It's not about an ingame-map, bu
On Wednesday 15 December 2004 18.11, Moritz Muehlenhoff wrote:
> kabutor wrote:
> > >Of course all the details are missing, the map is too small and
> > >non-free, I'll try to find something more detailed.
> >
> > Great.. ergh.. shall we delay this a bit more, until we check the PLSM?
>
> For tile
On Wednesday 15 December 2004 17.54, Moritz Muehlenhoff wrote:
> Szabados Ern?? wrote:
> > New concept art, GUI design, logos can be seen here:
> >
> > http://chromecat.deviantart.com/scraps/
>
> This looks absolutely great, thanks a lot.
Thanks! :D
I am glad for helping you to develop a quality
kabutor wrote:
> >This URL gives a very good approximation of the terrain to be covered:
> >http://www.lonelyplanet.com/destinations/loc-car.htm
>
> Well I dont want a exact map, is just something to know how you wanted
> it, it could be with terrain on the left or not, more terrain in south
> or
kabutor wrote:
> >I've just experimented with terrain splatting, a screenshot
> >can be found at http://www.inutil.org/terrain-splatting.png
> >
> 404 not found..
Sorry: /terrain-splat.png
> >The approach is rather simple and efficient: For n levels
> >of height texture differentiation you need n
Szabados Ern?? wrote:
> New concept art, GUI design, logos can be seen here:
>
> http://chromecat.deviantart.com/scraps/
This looks absolutely great, thanks a lot. We definitely should incorporate
this into the next release, even if we base it on the current SDL menu system.
I'll have a look on m
New concept art, GUI design, logos can be seen here:
http://chromecat.deviantart.com/scraps/
Best Regards,
Erno.
I've just experimented with terrain splatting, a screenshot
can be found at http://www.inutil.org/terrain-splatting.png
404 not found..
The approach is rather simple and efficient: For n levels
of height texture differentiation you need n-1 splatting
maps. The PagingLandscapeManager computes
This URL gives a very good approximation of the terrain to be covered:
http://www.lonelyplanet.com/destinations/loc-car.htm
Well I dont want a exact map, is just something to know how you wanted
it, it could be with terrain on the left or not, more terrain in south
or less one.. there are severe
Provide me with a link of a map you like it, I split that in 14x10
regions and make a module in CVS to upload the images. :)
This URL gives a very good approximation of the terrain to be covered:
http://www.lonelyplanet.com/destinations/loc-car.htm
Well I dont want a exact map, is just
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