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Author Topic: Basemapshots discussion  (Read 5048 times)

Offline MCR

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Basemapshots discussion
« 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:

Offline MCR

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Re: Basemapshots discussion
« Reply #1 on: May 17, 2011, 12:06:59 pm »
Another one:

Offline MCR

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Re: Basemapshots discussion
« Reply #2 on: May 17, 2011, 12:11:26 pm »
Here you can see it better:

Old vs new again.

Offline MCR

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Re: Basemapshots discussion
« Reply #3 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

Offline MCR

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Re: Basemapshots discussion
« Reply #4 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:

Offline geever

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Re: Basemapshots discussion
« Reply #5 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

Offline MCR

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Re: Basemapshots discussion
« Reply #6 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...

Offline MCR

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Re: Basemapshots discussion
« Reply #7 on: May 18, 2011, 11:39:34 am »
btw., in the meantime I exchanged all of them  ;)