Sue, when I checked the FCW, the doors actually look fine at some closer resolutions, but if you zoom out to view the full map, the shadows vanish. If you compare the JPEGs Jim and I posted, you'll see Jim's show the doors without shadows, while mine shows the same doors WITH them, yet we were both using the identical FCW file. That suggests it's actually a rendering effect, rather than anything objectively "real".
Yes. That's what I was saying. I've noticed several times before now that if something is quite small, or in this case thin, shadow effects don't always work as expected.
I tried little tiny people for the new city style, but I gave up because it was impossible to get them to cast nice shadows where they were so tiny.
The point light effects are based on raycasting a height field rather than analytic shadows, so anything that ends up being less than about a tenth of a degree wide or half a pixel deep (from the light's point of view rendered at the drawn resolution) has a good chance of being missed. The point light setup effects make the height field at different altitudes, and the finalize operation applies the lights to the heightfield.
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I have to redo, add articles, and on one add maps back, to my sites, but I'll get to this.
Sue, when I checked the FCW, the doors actually look fine at some closer resolutions, but if you zoom out to view the full map, the shadows vanish. If you compare the JPEGs Jim and I posted, you'll see Jim's show the doors without shadows, while mine shows the same doors WITH them, yet we were both using the identical FCW file. That suggests it's actually a rendering effect, rather than anything objectively "real".
Yes. That's what I was saying. I've noticed several times before now that if something is quite small, or in this case thin, shadow effects don't always work as expected.
I tried little tiny people for the new city style, but I gave up because it was impossible to get them to cast nice shadows where they were so tiny.
The point light effects are based on raycasting a height field rather than analytic shadows, so anything that ends up being less than about a tenth of a degree wide or half a pixel deep (from the light's point of view rendered at the drawn resolution) has a good chance of being missed. The point light setup effects make the height field at different altitudes, and the finalize operation applies the lights to the heightfield.
Ah, my time running dkbtrace on my Amiga computer many years ago... I think I remember enough to understand that.
The doors aren't wide enough for them to cast actual shadows, as far as the render engine is concerned.
Looking for suggestions to place this in the Atlas.
Still looking for suggestions on where to put this.
I'll get back to you tomorrow
Hopefully you are doing the surface areas.
I might be out of the house tomorrow.
My internet connection is trying to flake out. I'll try to be here on Friday.
Hmm... my Internet is better today. Suggestions for location, location, location ?
@JimP How about this region - the ruined city of Khargad-Dum. I will do the ruined city (I haven't done one yet) and you can pick the building.
Here is a start.
Here is a massive ruined city - have fun. I nearly certainly will redo it, as criticism come in (please).
Okay. I'll keep it away from the volcano though.
What is 'Sorrow Tower' ?
Or maybe a nearby house/building ?
Sorrow tower, named because that is where the last Queen of the Khargad khanate died, before Khargad-Dum fell.
Okay, put it where you want it. I'll add in a basement type area, which connects to the area I already mapped.
Great - I'll do the ruined building for the surface level.
Try not to use an annual/method I'm unfamiliar with. I could be at this for months that way.
Back to sleep.
OK
This is just an example.
But how about a teleport into the dungeon entrance ? Or a teleport that exits the dungeon ?
I found this floor teleport.