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-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   FQM Beta 5 Posted (http://forum.shrapnelgames.com/showthread.php?t=33532)

Captain Kwok February 28th, 2007 04:31 PM

Re: FQM Beta 5 Posted
 
Sorry if I prefer to have my decimal points lined up!

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One of the problems with the planet glows is that they are drawn behind the planet which gives them that 2d flat look. Anyway I think I could do a better job on the planet glows.

A slightly larger 3d sphere around the planet with a lightly coloured almost transparent texture would look the best but not quite possible in SE:V.

Fyron February 28th, 2007 04:34 PM

Re: FQM Beta 5 Posted
 
What if it was set to be on top of the planet texture? The atm would blend in more then.

Captain Kwok February 28th, 2007 04:50 PM

Re: FQM Beta 5 Posted
 
In that case try a circular image of a mostly constant shade to see what happens. It should be a dark gray close to black to not be too overpowering. I seem to recall in the outer regions of the current glow, background objects were visible so it might work out ok.

Fyron February 28th, 2007 11:54 PM

Re: FQM Beta 5 Posted
 
Working on some fancy quadrant types...

http://www.spaceempires.net/files/temp/spoke.jpg

Santiago March 1st, 2007 04:14 PM

Re: FQM Beta 5 Posted
 
1 Attachment(s)
I think you're aware that I asked about adding moons to the same hex as a planet awhile back which I have done. While combining various changes to Kwok's new BM and most of yours, (still undecided on the new planet glows) with other various mods. I ran a quick check to make sure the game works.

Maybe it's the remants of a blasted planet or a new planet coalescing together. (moon placed in asteroid belt). Actually 2 in one system. Anyway it works for me. http://forum.shrapnelgames.com/images/smilies/happy.gif

Fyron March 1st, 2007 04:42 PM

Re: FQM Beta 5 Posted
 
Consider them to represent large asteroids with minimal levels of effective gravity that you can place small colonies on. Or perhaps regions with lots of such large asteroids.

Caduceus March 2nd, 2007 12:25 PM

Re: FQM Beta 5 Posted
 
I like the new Beta, hadn't seen the first few as I couldn't get my torrent to link correctly, even after going through your painstaking tutorial.

Fyron March 2nd, 2007 09:48 PM

Re: FQM Beta 5 Posted
 
The nebula are a performance concern on some systems. One way to help might be to make the individual clouds bigger, and reduce the number of them. Compare the original to the new version, and tell me what you think:

40 small clouds per storm

20 large clouds per storm

I'm leaning towards even bigger:

20 huge clouds per storm, with larger distances between them

Captain Kwok March 2nd, 2007 09:49 PM

Re: FQM Beta 5 Posted
 
I think that would work out nicely.

Raapys March 2nd, 2007 10:19 PM

Re: FQM Beta 5 Posted
 
How hard will it be to spot ships/fleets/whatever under them?


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