I tried to create a model, that could visually fake creep or blight.
It's a combination of a mesh textured with terrain material, and a decal projected on it.
But as Renee noted, all methods will not be performance friendly. If we spam units, that have this model as main, we recieve units based performance lowerirng. If we do everything with triggers and simply spam models, we will need to have a periodic triggers, that check every unit's position to give/remove creep based bonuses. And this will be laggy too.
Also, I found some issues with the way graphical engine interprets this kind of model. First, there's small visible darker lines on intersections of the models. It can be hidden with a mask on terrain texture. And second, decals projected on mesh textured with terrain material hides its shading, so if we expand the decal to cover the borders, they won't look brighter/darker baseds on orientation to light, so it won't look raised.
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I tried to create a model, that could visually fake creep or blight.
It's a combination of a mesh textured with terrain material, and a decal projected on it.
But as Renee noted, all methods will not be performance friendly. If we spam units, that have this model as main, we recieve units based performance lowerirng. If we do everything with triggers and simply spam models, we will need to have a periodic triggers, that check every unit's position to give/remove creep based bonuses. And this will be laggy too.
Also, I found some issues with the way graphical engine interprets this kind of model. First, there's small visible darker lines on intersections of the models. It can be hidden with a mask on terrain texture. And second, decals projected on mesh textured with terrain material hides its shading, so if we expand the decal to cover the borders, they won't look brighter/darker baseds on orientation to light, so it won't look raised.