ScratcH1 10 Posted March 14, 2013 i'd like to see that implemented as in your example pics it really adds so much detail to the mid-range textures Share this post Link to post Share on other sites
ROCKNROLLA 1 Posted March 14, 2013 Thanks for the explanation NordKindchen. I'm definitely excited about the following discussions in here! Share this post Link to post Share on other sites
NordKindchen 12 Posted March 14, 2013 @SQB-SMA The problem with simple noise maps is that they are eually shared over each colour of the satmap. It would not solve the problem we have currently: One texture over a big distance will allways reach over different colour patterns. That means you will allways have stones in from the texture that get two colours. Like this. And thats actually what makes the game look so blurry! On the other hand - jeah noises would at least help a bit. But then again - as I explained. The system I introduced gives you so much more freedom and even the possibility to come back to the old system without any problem. You could even combine my system with noises. As I see it - my system delievers just so much advantages and so few disadvantages (Namely soley the development time and cost since you can come back to the old system as I explained. Thus leaving no performance impact if you desire.) Best regards! Ps: Thanks for the great feedback! Share this post Link to post Share on other sites
sqb-sma 66 Posted March 15, 2013 Thanks for the reply, I think I get it now. I see your ticket's status is now "assigned", that looks promising! Share this post Link to post Share on other sites
aoshi 1 Posted March 17, 2013 why no one say nothing about the trees on middle range... Share this post Link to post Share on other sites