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#21 av8r

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Posted 15 July 2008 - 03:26 AM

oh, by the way, I also remembered the textures for fort improvements for surrounding buildings, how the textures look low-res... I don't know if you can do something about that, but well, just letting you know what I think (maybe the fertile ground upgrade texture could be extracted from elven forest power? dunno =P

What setting is your in game graphics set to?
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#22 Beriadan

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Posted 15 July 2008 - 08:22 PM

Ultra-high ^_^

#23 Dr.Kirk

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Posted 15 July 2008 - 09:12 PM

Yeah... I noticed even on the original BFME II game (I say original because then we came along and practically remade it) that there was a block of low-res colour on the bottom of the walls in games. When I use Worldbuilder to make maps though, that block of colour seems to look a lot more better quality... maybe it's just an EA thing.
Hm, elven forest sounds alright but what if you're playing in Mordor? It would be SLIGHTLY unrealistic because it would make it look like your walls are seeding the ground beneath them...
And before anyone asks my PC settings are also ultra-high, but just for the gameplay enjoyment factor of course...
*Thinks of a hi-res Cave Troll smashing an army of hi-res Elves hi-res sky high...* ^_^
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#24 Nazgûl

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Posted 16 July 2008 - 08:38 PM

1) I do hope you all realize that both the Mumak pen and the Sige works are taking place UNDER GROUND right? I mean, that's how EA made it and by making the pen bigger all we do is actually make a larger exit for them. They're still being bred under ground as far as I see it (in my imagination). Like the siege works. (Thinking of the under ground work halls in the movies at Isengard) :xcahik_:

2) The ground textures are very high res, any higher and we'd get terrible lag. The problem is the close zoom and also the stretching of the texture on the model (the model of the ground).

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#25 Dr.Kirk

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Posted 17 July 2008 - 08:10 AM

I do hope you all realize that both the Mumak pen and the Sige works are taking place UNDER GROUND right?

- Yes I do.

The ground textures are very high res, any higher and we'd get terrible lag. The problem is the close zoom and also the stretching of the texture on the model (the model of the ground).

- Yeah, although I'd imagine that Worldbuilder would overload as well if you tried to make it's graphics funtion any higher. To be frank, the game's alright as it is and as long as gameplay is functioning normally then a few little texture plots aren't going to make that much of a difference.
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#26 Nazgûl

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Posted 17 July 2008 - 12:14 PM

Exactly, it's only a problem when you use the zoom "too much". Units can handle it, cause they are so small models, but this is a huge model and the bigger the model the closer you get to the actual texture...

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#27 Beriadan

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Posted 18 July 2008 - 03:05 AM

Greetings

Well as I said before, I don't know squat about texturing or modeling or computer graphics (though I would like to *sigh*, that way I could try and help you guys out a bit hehe)

But to me those textures of Elven Fertile Ground and the Mordor Volcanic stuff, etc, look wrong. A bit at least, they don't really screw up anything but I would like a better resolution texture to be part of such magnificent mod :p I don't actually know how they were made or if they are supposed to look better without the mod's default zoom (I would really appreciate an option for a more aerial view of the battlefield BTW, hope you are including that in 4.6), but a texture more like plain, normal ground or (as I said in my example for Fertile Ground) similar to Elven Forest Evenstar power would fit better. I mean have you seen that elvish grass? So sharp a texture! It looks awesome man! ;)

Cheers

Edited by Beriadan, 18 July 2008 - 03:09 AM.





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