tag:blogger.com,1999:blog-736684970174462098.post1282675835869863386..comments2023-11-03T02:36:41.872-07:00Comments on FPS Creator Reloaded: Wednesday WorkalotAnonymoushttp://www.blogger.com/profile/00942934253243738809noreply@blogger.comBlogger14125tag:blogger.com,1999:blog-736684970174462098.post-17521479682530178132013-11-07T14:21:11.829-08:002013-11-07T14:21:11.829-08:00So how dya make your grass texture work in reloade...So how dya make your grass texture work in reloaded. I think many would like the Insight if ok. And the 2 textures is that the maximum or will we be able to use more than one grass and rock texture? :)science manhttps://www.blogger.com/profile/00214137679258271203noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-13552920540734999712013-11-07T11:59:24.434-08:002013-11-07T11:59:24.434-08:00With all those settings, a reset/default-button wo...With all those settings, a reset/default-button would be great :)Anonymoushttps://www.blogger.com/profile/17187065494130249939noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-903075650789816732013-11-07T09:18:28.527-08:002013-11-07T09:18:28.527-08:00Careful or you'll find the screen overrun with...Careful or you'll find the screen overrun with panels before you know it Lee!Anonymoushttps://www.blogger.com/profile/15643902764244280074noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-80732110180332945562013-11-07T08:30:34.917-08:002013-11-07T08:30:34.917-08:00@Lee how about a Layer System?
I do understand tha...@Lee how about a Layer System?<br />I do understand that Reloadeds shader system is complex<br />a layer based terrain system might be better suitable, further you could split it up<br />so that the terrain shader controls only the layers and the other shaders liek vegetation would depend on the layer system.<br />This way you could for example define that Vegetation is only at the spots where you painted a user defined terrain texture.<br />Am sure this overcomplicates alot for the common user but at the same time it gives to so called freedom (thats what Reloaded is actually supposed to be)<br />, ofc that would mean the current way how the terrain is rendered would be obsolete.<br /><br />Now with that being said its just better to keep it the way it is, especially since a total rework of the terrain/system rendering would lead to plenty of new bugs and manhours wasted debugging those.<br />Nah all in all am actually happy the way you layed it out, just forget my Layer suggestion.Anonymoushttps://www.blogger.com/profile/16257183797173482889noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-39555257558945598042013-11-07T08:14:50.773-08:002013-11-07T08:14:50.773-08:00what would be nice is multi textured outdoor maps,...what would be nice is multi textured outdoor maps, but no idea if its possible to go from a arid desert to a lush meadows to a forests that leads upto snowy peaks?lordalmighty1https://www.blogger.com/profile/11421095248243249978noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-90613197111119189392013-11-07T07:14:06.460-08:002013-11-07T07:14:06.460-08:00Nice work again Lee,thank you & the rest of th...Nice work again Lee,thank you & the rest of the team.Davehttps://www.blogger.com/profile/07747816968872325485noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-63403562098731114502013-11-07T07:01:00.642-08:002013-11-07T07:01:00.642-08:00@Mio how would I combine two terrain types (18 tex...@Mio how would I combine two terrain types (18 textures) into one terrain shader? I have an idea to experiment with having four vegetation images on one texture plate (as they do not require seamless wrapping) but such ideas will have to wait until we've finished the top three priorities (PPP) :)Anonymoushttps://www.blogger.com/profile/00942934253243738809noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-39703592693291737332013-11-07T06:49:52.531-08:002013-11-07T06:49:52.531-08:00@Lee will the upcoming changes mean that
Levels ma...@Lee will the upcoming changes mean that<br />Levels made in this beta can be used in the upcoming Reloaded Versions without issues?<br /><br />Regarding the World Settings,<br />a Road Type would be a nice feature to consider<br />(I know its not time to talk about feature requests again), however as the base is already there it would complement the existing World Settings.<br />Currently judging by the looks of the World Settings it looks a bit limited -<br />For example if i want my level to have 2 or even 3 different Vegetation Types and<br />2 different terrain types - it wouldnt be possible if i understand the World Settings correctly. So i would like to suggest braking this a bit further and expand it a bit more so that ppl can add more types of "Terrain Types" and "vegetation Types" to their scene.<br />This way users would get much more freedom when creating vegetation/Terrain Based Levels.<br />Thanks for the hard work Lee and Co.<br />and for taking it under considerationAnonymoushttps://www.blogger.com/profile/16257183797173482889noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-62444299078665402412013-11-07T06:14:01.618-08:002013-11-07T06:14:01.618-08:00Lee, this is why we need support to generate terra...Lee, this is why we need support to generate terrain from height maps. Your "Randomly generated" terrain looks incredible. Very realistic.Huknarhttps://www.blogger.com/profile/08340997545765504205noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-63891085925622033992013-11-06T17:31:15.432-08:002013-11-06T17:31:15.432-08:00nice a random map generator sounds good thanks lee...nice a random map generator sounds good thanks lee m8 :D...<br />now all I need is that undo button lol...lordalmighty1https://www.blogger.com/profile/11421095248243249978noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-6129373286553241802013-11-06T17:28:03.563-08:002013-11-06T17:28:03.563-08:00This comment has been removed by the author.Regent Park Focushttps://www.blogger.com/profile/04464374104727043463noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-35250302075407806402013-11-06T16:57:44.309-08:002013-11-06T16:57:44.309-08:00Very happy with the progress so far. I am curious ...Very happy with the progress so far. I am curious if the night/day cycle will be on sliders. hours for daylight hours for night and the time of transition and sky box a and b. That would be a nifty touch to solve that and then it's done. :) maybe add an ambience night setting slider too.science manhttps://www.blogger.com/profile/00214137679258271203noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-71387019852047640442013-11-06T16:26:22.236-08:002013-11-06T16:26:22.236-08:00From the Blog and Web Site details all sounds very...From the Blog and Web Site details all sounds very good and a lot of hard work and improvement. Thanks. Looking forward very much to the update.<br /><br />The boundary (wall) at the world perimeter is apparent - I have it on two sides and not on the other two for some reason.<br /><br />:-)Peter Colemanhttps://www.blogger.com/profile/00276736145648248864noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-50804735947308879212013-11-06T16:18:37.419-08:002013-11-06T16:18:37.419-08:00I can't find my post on the FPS creator forum ...I can't find my post on the FPS creator forum now, but could you try creating a completely flat, water map (ie all the terrain is below water level), then saving, restarting FPSCR, and then looking on the top and right edges of the map. I keep getting a sort of wall appear along the whole edge, which can be removed with the leveller tool but then reappears on the restart. I suspect this is a mathematical problem.<br /><br />Good work, by the way.Tom Williamsonhttps://www.blogger.com/profile/03930085989266697374noreply@blogger.com