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#7181 - 05/07/08 05:03 AM THRALLDUST
OAF Offline
Three Daggers


Registered: 10/02/07
Posts: 12
Hi all, finally I ended my plugin Thralldust if you want try it, first times unrank, download it
in http://tain.totalcodex.net/

ciao

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#7206 - 05/09/08 08:50 AM Re: THRALLDUST [Re: OAF]
gwarqwa Offline
sigvund fraud
Two Daggers


Registered: 06/24/07
Posts: 6
Looks good but this weird thing happens

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#7207 - 05/09/08 10:06 AM Re: THRALLDUST [Re: gwarqwa]
vinylrake Offline
vinylrake ~OoH~
Swords with Shield


Registered: 03/31/07
Posts: 375
Loc: East Coast USA
Looks like the map edges parameter needs to be a little larger on that edge.
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Lots of Myth stuff at mything.org. New and old Myth players can playMyth online at Mariusnet.com.


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#7208 - 05/09/08 11:09 AM Re: THRALLDUST [Re: gwarqwa]
point Offline
PoinT--o----ARMY
Sword & Dagger


Registered: 03/31/07
Posts: 40
thats standard Myth engine grapics problem when lowering the mesh too far... you will get that in the top corvers when zooming or panning some times if you drop the mesh down too much....

dont think there is anyway around it... other than making a mini Myth style plug to get the same larger battle view..
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Live well and die brilliant

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#7211 - 05/09/08 12:43 PM Re: THRALLDUST [Re: point]
vinylrake Offline
vinylrake ~OoH~
Swords with Shield


Registered: 03/31/07
Posts: 375
Loc: East Coast USA
 Originally Posted By: point
thats standard Myth engine grapics problem when lowering the mesh too far... you will get that in the top corvers when zooming or panning some times if you drop the mesh down too much....

dont think there is anyway around it... other than making a mini myth style plug to get the same larger battle view..


I thought if you kept the camera far enough from the map edges you wouldn't see that 'tearing' effect? Granted, the lower you drop the floor of the map (and) the higher you raise the camera that increases the amount of distance you need to keep between the camera and the map edge(s) to avoid the tearing effect, but it's solvable.

Another way to reduce the tearing is to raise the edges of the map as high as possible (white on the displacement map), but of course that doesn't work for some terrain types and you still need to fiddle with the map-edges parameter to get the right values - but it will reduce the distance you need to keep between camera and map edge. Oh, and of course unless you want your units to be able to walk off the viewable map and out of sight, you'll want to make sure you have some impassible terrain or scenery obstacles somewhere before the edge of the camera;s view.
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Lots of Myth stuff at mything.org. New and old Myth players can playMyth online at Mariusnet.com.


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#7213 - 05/09/08 02:42 PM Re: THRALLDUST [Re: vinylrake]
pyro Offline
Pyro
Crossed Swords


Registered: 03/31/07
Posts: 62
Vr, look at the overhead of that image. It isn't the edge of the map. This issue like Point said happens when the mesh is low. The Myth engine has certain limitations for how much you can see. There is no way of fixing this unless you raise the mesh a bit or if Magma does something about it in an update.
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#7214 - 05/09/08 02:52 PM Re: THRALLDUST [Re: pyro]
vinylrake Offline
vinylrake ~OoH~
Swords with Shield


Registered: 03/31/07
Posts: 375
Loc: East Coast USA
ah my bad. I didn't notice the overhead map. That sure LOOKS like the edge-tearing effect. I've never noticed it anywhere but on the edges of a map - what is the displacement map range on this map? Is it greater than +7 to -7?
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Lots of Myth stuff at mything.org. New and old Myth players can playMyth online at Mariusnet.com.


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#7218 - 05/09/08 07:30 PM Re: THRALLDUST [Re: OAF]
OAF Offline
Three Daggers


Registered: 10/02/07
Posts: 12
Thanks to all for comments, I don't studied english and this is my first map.

You have all talked about the visibility beyond the edges, well I raised these and in lothing\mesh\set mesh
parameters I fixed 30-30-30-30 but I have again the problem.
If you are walking toward the edge all ok but if it was at the wheel rim and turn or orbit the camera appear the problems
but the problem I saw on other maps and perhaps even on an original Myth.

I would like to know something about the playability and thralls modified giving its name to plug

thank you

Oaf

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