Open GoogleCodeExporter opened 9 years ago
The color from the material array is used during marks (when a wall was hit by
pistol fire) creation. I think we may just re-
draw marks images so they won't need the coloring.
For wood and similar surfaces we just use only black color (with no borders) -
that will make them more natural. And for
metal you may see that there is no dye around the hole borders when anything
was hit (I mean real life things not SG), so I
think that kind of constant color would be good. The same about colored glass.
Once it has been hit - the dye around the
borders won't be the same color, we could use just white or near-white color.
Concerning colored particles - it is actually whole other issue (because
vanilla's Q3 particles are very heavy for CPU - we
are suffer about FPS because of them). When metal was hit the particles are
usually they same (sparkles) - they are independent from the color of surface.
And colored wood will do colored particles - but I think we may do them a bit
smaller,
so that will be look still realistic even without the color (I mean different
color for each wood surface).
So, that will allow us to get rid of color thing in theses .tex files.
Then the only thing that we will have to maintain is backward compatibility
with vanilla SG maps. We will have to read the
surface flags from .tex file (if it is present) and place them to corresponding
field of each in-game plane during map
loading.
And of course the next-gen maps won't need that .tex file at all.
That is really important because the next generation maps will be created with
some general Q3/D3 map stuff. Probably the
DarkRadiant (very nice thing) will be there. So, to make it more natural we
better to keep with natural map structure - that
will make mappers work much easier (because most of them are not familiar and
don't want to be familiar with specific SG maps making).
Original comment by igorpana...@gmail.com
on 27 Dec 2009 at 9:47
Original issue reported on code.google.com by
igorpana...@gmail.com
on 8 Dec 2009 at 9:47