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Argh

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21

Saturday, October 15th 2005, 12:36am

ROFLMAO. Sorry... um... what did you say?
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Louva-Deus

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22

Saturday, October 15th 2005, 12:42am

Oh nothing... <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>
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23

Monday, October 17th 2005, 9:44pm

couldn´t a greyscale copy of the terrain features be used as a glow map to give the hills some depth in shadows...? it wouldn´t cost much memory-wise
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Argh

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24

Monday, October 17th 2005, 11:52pm

Well, if it was the same Glowmap that was being used to define night-side &quot;city lights&quot;, then no, it probably wouldn´t be too costly- it´d be less than double-cost with DXT1, because of its good compression. Dunno whether it´d look very good, though. If you´re looking at the night side of Earth from space IRL, you don´t generally see much of the planet unless it´s being lit by the Moon, except for the cities and their glow scattered on clouds. Dunno whether this would really be a very realistic effect or not, honestly. I haven´t even tested a Glowmap that large yet, so... um... more testing is needed before I can really testify how that will actually work. FriendlyFire was nice enough to explain how he did his neato graduated atmosphere, so I´m going to test that with the penumbra and see how that goes...
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25

Wednesday, October 19th 2005, 12:56pm

Friendly_fire - is that an actual ingame screenshot? The background makes it look like its rendered in a program... if it is in game, I am truly amazed!

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26

Wednesday, October 19th 2005, 1:51pm

It´s in-game. I´ve had the pleasure of testing the method used <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>
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27

Wednesday, October 19th 2005, 3:08pm

Yea it is. I used a custom starsphere to make it looks good <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>

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