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Showing content with the highest reputation on 2016-02-11 in all areas

  1. Well, I finished up all the units for my second civilization: Here's a bit of general information about them:
    3 points
  2. Alpha XX Tersus. It means clean, neat, correct. The justification is that this new version doesn't add (until now) big new features, instead there's a lot of work polishing things. Source
    2 points
  3. Yeah, I'm aware of that last issue, but you're really free to change it if you think it looks better. About the normal map point: The textures used at low angle, even with a lot of anisotropic filtering, end up being blurred at low angles, or are very "sharp" which looks even worse (basically either left or right here). You need at least 16x anisotropic filtering to keep it acceptable, and even then it's never really enough. Also I might have done the linear fresnel thing on purpose: we as humans are used to seeing reflections on water, as we tend to look at water at a low angle. Looking at water from above with no reflections at all looks kind of odd, so I artificially made my water too reflective. You're right that looking at the side of a wave means more refraction, but because of the problem in my diagram above instead code usually shows reflections, which is basically entirely wrong. Feel free to ask any other question.
    2 points
  4. Speaking as the maintainer of the water code: Seems like you managed to fix the weird inverted normal Issue I had which made specular wrong and I never bothered to fix. By this point I expect you have noticed I'm using real reflections for the skybox and distorting a transparent "reflection map" for objects that are near. FYI the "artifacts" when you orient the wind north are dependent on graphic cards. It never happened for me on Intel GMA and I could never fix it because of that. Make sure to test your code with all textures types and all waviness settings as there is a lot of room for mistakes there. Likewise, the Red color that appears at low angle is WorkingAsDesigned and is there because of the distortion code. With the shader tries to get refraction texels that are "above water" pixel and contain garbage data. I detected this in the shader by checking the red component against the other one (the "horrible hack") and choosing the original undistorted texel in this case. However in some cases even that is insufficient. SO if you just remove the hack you're only going to break it further. The red comes from the C++ code, the refraction texture is cleared with (255,0,0) before drawing the refraction. So when you fetch a pixel that's not rendered (above water) you get full red, which is why it happens on the edges of the map. The proper fix for that problem is not trivial. Also FYI the shore waves took me months of thinking to get somewhat right. I do not believe they are recomputed every frame, though, if they are it's an insane bug on my part. IIRC I create polygons by trying to follow the shore, but I never got it to work really well. Edit: Oh yeah also I see you removed my comment about reflections being wrong at low angles far away, but the problem is still there. Just as an FYI, I still believe my "default to sky color" is the right way to go about this, but there is one thing to notice: since the normal map gets entirely blurry, the normal of the water plane becomes (0,1,0) ie straight vertical. But in real-life, you see the sky more because of the wave ripples. See my attached diagram. So that may be another thing to go after.
    2 points
  5. That track is one that plays when you play as the Jevorons (the blue creatures with the orange eyes, like in my icon) Here's a few more, these one's play for a different race: https://www.dropbox.com/s/0hyq28di6eqkli5/Sigma%20Official%20Soundtrack%20-%20Conflict%20is%20Business.mp3?dl=0 https://www.dropbox.com/s/gfu7smtc4vyr5rm/Sigma%20Official%20Soundtrack%20-%20War-torn%20Income.mp3?dl=0
    2 points
  6. The Undying Nephalim: I really like your work; keep it up. I think it's awesome that people use the Pyrogenesis engine for creating RTS games. :-) Plus I could use a good sci-fi RTS game personally. ;-)
    1 point
  7. What is about including some ítems from acropolis Roquepertuse for Gauls wonder? It would be like a Great Sanctuary
    1 point
  8. Are you sure about FBOs? Also Yves is definitely focusing on draw calls but not only that, and porting to OpenGL 4.0 requires quite q few changes so definitely talk to him if you wish to update the renderer. FYI the chrome was never committed as there were some slight issues with implementation details, but it used the skybox, not a "real" 3D Reflection. It would be pretty much impossible to render realistic reflections for arbitrary items, but for a few very important ones we could in theory render a very downsampled box texture of the surrounding terrain. This is the technique used by games such as GTA5. My belief remains that we need to implement software batching by actually merging objects together to unlock great performance. Also FYI the water shader is really separate from the rest so I used an "if" there as it was supposed to be a more "modern" feature, which are very widely supported. The rest of the code is supposed to be runnable for an Opengl 2 system, but that decision might change.
    1 point
  9. OK, I apologize, thank you for reminding me.
    1 point
  10. The soundtrack will pretty much be all 80's synth, which each race's tracks have their own spin on it. Here's a sample my composer has made: https://www.dropbox.com/s/bzvcco4t9almmxa/SigmaTheme_NorinTheme.mp3?dl=0
    1 point
  11. Not so much a bug as an unintended consequence to the Alpha 19 addition of capturing. The Roman ability to build entrenched army camps in enemy territory ends up being a negative thing, since the camp almost immediately defects to the enemy, and then you spend your whole army trying to recapture the awesome barracks you just gave to your enemy. Should be a fairly simple fix by giving the building a resistance to capture.
    1 point
  12. So it decays very quickly.. I didn't noticed it before, then it needs to be tweaked if that is the case.
    1 point
  13. Depends If you really hate making diffs we can content ourselves with the link, but in both cases it's nice to know where your work is!
    1 point
  14. + Build V2 + Walk V3 i'm constantly looking for a good .c4d to .dae exporter, But there is not clear answer to that problem. i've seen that some people can do it with out any issue, the problem is they don't say clearly the way to do it. i've already tried a couple, there has to be someway to do it. it's a matter of time.
    1 point
  15. I'll continue this work whenever i cant. Sadly i cant put all my time on it now, but i'll try to make some progress. I'm very sorry for the later update, soon i'll elabore why
    1 point
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