/-/S'pht-Translator-Active/-/


Re: Making taller landscapes
Posted By: treellamaDate: 8/28/13 3:32 a.m.

In Response To: Making taller landscapes (Forrest of B.org)

: Can I simply make taller landscape textures and adjust the vert_exp or
: ogl_asprat_exp value or something in my MML to compensate? If so, how tall
: should I make the textures and what values do I need to put in the MML
: there to completely fill the new field of view? (And is there some absurd
: maximum I could preemptively enlarge them to in case the field of view
: increases again in the future?)

I don't understand landscape rendering well myself. I remember trying to make landscapes square before and seeing weird things happen. Just a little shorter than square worked fine. But, that was a long time ago, so maybe it's fixed now.

There is definitely an absurd maximum: imagine playing Eternal on a display in portrait mode. I don't think it's worth trying to make that work right though. If you support 4:3 on the low end (or 5:4 but it's rare) and 16:9 on the high end, I think that's reasonable. OpenGL (Classic) and OpenGL (Shader) both render a little differently so try it in both.

[ Post a Reply | Message Index | Read Prev Msg | Read Next Msg ]
Pre-2004 Posts

Replies:

Making taller landscapesForrest of B.org 8/27/13 4:41 p.m.
     Re: Making taller landscapestreellama 8/28/13 3:32 a.m.
           Re: Making taller landscapesForrest of B.org 8/28/13 11:13 a.m.
                 Re: Making taller landscapestreellama 8/28/13 11:31 a.m.

[ Post a Reply | Message Index | Read Prev Msg | Read Next Msg ]
Pre-2004 Posts

 

 

Your Name:
Your E-Mail Address:
Subject:
Message:

If you'd like to include a link to another page with your message,
please provide both the URL address and the title of the page:

Optional Link URL:
Optional Link Title:

If necessary, enter your password below:

Password:

 

 

Problems? Suggestions? Comments? Email maintainer@bungie.org

Marathon's Story Forum is maintained with WebBBS 5.12.