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The Plane of War
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== Graphics == {{Cquote|<br />The zone's style, use of objects, and texture rendering methods are all in line with zones of the Planes of Power era. One of the most obvious differences between zones prior to Omens of War and modern zones is the use of normal maps which add detail to the zone based on light sources. There are no normal maps set up for Plane of War and the majority of the textures used throughout the zone are unchanged from the ones originally created for Planes of Power. You'll notice a lot of the textures are shared between this zone and Plane of Tactics. The only textures that needed to be updated were the ones used for the ground because the shader technology used for zones from Luclin through Gates of Discord is not in use anymore. A good example of this shader can be seen in Dawnshroud Peaks. If you look at the ground from a distance it is a relatively low quality texture that increases in detail the closer you get to it. The original Plane of War made use of this shader tech and blended a grey rock and white sand texture. The version of the zone that will be released now will use a rock texture similar to the one used in Pillars of Alra and a ground texture pulled from Brell's Rest. Bonus Dev Trivia: Both Pillars of Alra and Brell's Rest were created by artist Allen Bond who was the one who helped teach me enough about 3DS Max to complete the geometry fixes on the Plane of War. Fixing the bugs in the zone geomtry is among the first times I've ever done anything in a 3d graphics program, so the whole experience was a fun chance to do something new.||| [http://forums.daybreakgames.com/eq/index.php?threads/plane-of-war-maybe-or-maybe-not.208633/page-6#post-3061287 Dzarn, EQ Developer]}}
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