UFO:Alien Invasion

Development => Artwork => Topic started by: MCR on May 17, 2011, 12:03:30 pm

Title: Basemapshots discussion
Post by: MCR on May 17, 2011, 12:03:30 pm
I'm having some problems here to reach the same light&shadow quality on the new basemapshots.
Can somebody tell me what I'm doing wrong ?

Here comparison screenshots:

Old basemapshot vs new basemapshot:
Title: Re: Basemapshots discussion
Post by: MCR on May 17, 2011, 12:06:59 pm
Another one:
Title: Re: Basemapshots discussion
Post by: MCR on May 17, 2011, 12:11:26 pm
Here you can see it better:

Old vs new again.
Title: Re: Basemapshots discussion
Post by: MCR on May 17, 2011, 12:40:57 pm
For now I will just commit 2 new basemapshots for 'construction' & 'laser', because I do not want to replace anything with something that simply looks worse...  :P
Title: Re: Basemapshots discussion
Post by: MCR on May 17, 2011, 01:22:57 pm
by increasing MAX_MAP_LIGHTING by factor 10 (src/shared/defines.h, line 154) I am able to compile the maps with quant 2...

now I'm reaching the quality desired ;-)

Take a look:
Title: Re: Basemapshots discussion
Post by: geever on May 18, 2011, 11:33:50 am
For now I will just commit 2 new basemapshots for 'construction' & 'laser', because I do not want to replace anything with something that simply looks worse...  :P


As I told you before construction doesn't need an image as it won't be visible on basemap ever.

-geever
Title: Re: Basemapshots discussion
Post by: MCR on May 18, 2011, 11:38:55 am
As I told you before construction doesn't need an image as it won't be visible on basemap ever.

-geever

I thought you may use it on the basemap during the building phase...
Title: Re: Basemapshots discussion
Post by: MCR on May 18, 2011, 11:39:34 am
btw., in the meantime I exchanged all of them  ;)