Awesome! There's a big ? standing in the room asking why this haven't been done earlier! Thanks for sharing. :-)
Jau, kurz und bündig. Danke! =)
Was in for a test. The approach and the aim of this is good but it lacks reliability: The units get stuck too often clinging to a wall obstructing the direct path to the clicked point. Clicking in narrow spaces result in jams or units turning around themselves in high speed, pushing other units or worse; two units will try to cross paths (or better said they try to run over each other).
At the beginning of my testing it happened that two or three units did not even try to find a path to the shape in the lower center. But I was not able to reproduce this problem.
Hope this helps improving the project. Was about to buy it but I fear having this built in a RTS would produce odd results and tinkering with it will use up more time than it should save.
Question remains: Is there a possibility to reduce the wait time before another unit starts moving when too few paths are available? Can the tornado driven (wildly rotating) units be normalized?
Cheers and happy coding! =)
Absolutely a gem is that what I find here! Thanks for your effort in explaining the effect in detail and what I did not knew: There are three lights! At least something to start with! Almost fell of my stool. ;-p
By the way may I humbly add two more ways to create bumps. ImBatch allows to create normal maps from multiple files at once - producing so la la quality. But it runs fast and is something like my Swiss Army Knife with all the file manipulation functions. Then there is ssBumpGenerator which you can get for free at Sourceforge. Like imBatch ssBump Generator is able to process more than one file and produces nice results.
Hope that helps. Cheers!
Hey there, you could resolve the spaces problem with the trim function. Simply trim(tokenat("t,e,s,t", loopindex, ",")) the stuff and you're safe on the rave.
Cheers!
Hey Skymen, thanks alot for this plugin! Eases up my work. Cheers!=)
Member since 20 Nov, 2014