Hi Arturo, great job!<br><br><div class="gmail_quote">On Wed, Sep 9, 2009 at 10:43 AM, Arturo Silva <span dir="ltr"><<a href="mailto:jasilva28@gmail.com">jasilva28@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
<div class="im">> Please keep an eye on playability/gameplay. Basically the club, ball,<br>
> hole and teleports need to be easily visible in any chosen terrain.<br>
> And height/slope cues would need good visibility too, not to mention<br>
> hazards, such as sand and water.<br>
><br>
> That should not be too hard to implement in Kolf. Otherwise, let your<br>
> head go, Arturo!<br>
<br>
</div>Thanks again! ^^<br>
A lot of this will be easier to look out for once I can actually build<br>
the full-fledged courses. And yes, would love to get to the telports<br>
eventually. :)<br>
<br>
In the meantime, I did get the heightmap integrated into the KOLF file:<br>
<br>
<a href="http://pigux.com/kde4/snapshot6.png" target="_blank">http://pigux.com/kde4/snapshot6.png</a><br>
<br>
Using this slightly revised heightmap:<br>
<br>
<a href="http://pigux.com/kde4/test1-heightmap.png" target="_blank">http://pigux.com/kde4/test1-heightmap.png</a><br>
<br>
And also utilizing a crude implementation of "zoomed" textures for the<br>
grass to further enhance the effect of elevation (albeit subtly) with<br>
the addition of these two:<br>
<br>
<a href="http://pigux.com/kde4/default-grass-mid.png" target="_blank">http://pigux.com/kde4/default-grass-mid.png</a><br>
<a href="http://pigux.com/kde4/default-grass-high.png" target="_blank">http://pigux.com/kde4/default-grass-high.png</a><br>
<br>
I did manage to get the course somewhat presentable -- however, I did<br>
struggle a lot with the Min, Avg and Max values as they often didn't<br>
do what I expected. If at all possible, I would like changes in the<br>
dials to affect the preview in real-time so I can better tell which<br>
value combinations create inadvertent "blackouts".<br></blockquote><div><br>Stefan now is working for a better looking range selector. As to the real-time preview, it needs me to do some optimization for the bleding algorithm, at the moment I haven't made any optimization on it, the blending cost a lot of time.<br>
<br></div><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
<br>
Also, assuming the textures can be "zoomed" in the editor as I had<br>
suggested before, it would also be great if the textures per layer can<br>
also have their brightness controlled as well. This could ensure that<br>
various texture depths can be produced from a single texture.<br>
<br>
But as you can see, if nothing like that can be made, at least we<br>
always have the option of creating separate texture patterns if need<br>
be.<br>
<br>
That should be all for today. :)<br>
<font color="#888888"><br>
<br>
--Arturo<br>
</font><div><div></div><div class="h5">_______________________________________________<br>
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</div></div></blockquote></div><br><br clear="all"><br>-- <br>Zeng <br><br><br>