[Kde-games-devel] Kolf Art?

Zeng Huan zh.issac at gmail.com
Wed Sep 9 05:10:42 CEST 2009


Hi Arturo, great job!

On Wed, Sep 9, 2009 at 10:43 AM, Arturo Silva <jasilva28 at gmail.com> wrote:

> > Please keep an eye on playability/gameplay.  Basically the club, ball,
> > hole and teleports need to be easily visible in any chosen terrain.
> > And height/slope cues would need good visibility too, not to mention
> > hazards, such as sand and water.
> >
> > That should not be too hard to implement in Kolf.  Otherwise, let your
> > head go, Arturo!
>
> Thanks again! ^^
> A lot of this will be easier to look out for once I can actually build
> the full-fledged courses.  And yes, would love to get to the telports
> eventually.  :)
>
> In the meantime, I did get the heightmap integrated into the KOLF file:
>
> http://pigux.com/kde4/snapshot6.png
>
> Using this slightly revised heightmap:
>
> http://pigux.com/kde4/test1-heightmap.png
>
> And also utilizing a crude implementation of "zoomed" textures for the
> grass to further enhance the effect of elevation (albeit subtly) with
> the addition of these two:
>
> http://pigux.com/kde4/default-grass-mid.png
> http://pigux.com/kde4/default-grass-high.png
>
> I did manage to get the course somewhat presentable -- however, I did
> struggle a lot with the Min, Avg and Max values as they often didn't
> do what I expected.  If at all possible, I would like changes in the
> dials to affect the preview in real-time so I can better tell which
> value combinations create inadvertent "blackouts".
>

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.


> Also, assuming the textures can be "zoomed" in the editor as I had
> suggested before, it would also be great if the textures per layer can
> also have their brightness controlled as well.  This could ensure that
> various texture depths can be produced from a single texture.
>
> But as you can see, if nothing like that can be made, at least we
> always have the option of creating separate texture patterns if need
> be.
>
> That should be all for today.  :)
>
>
> --Arturo
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>



-- 
Zeng
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