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myconid

WFG Retired
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Everything posted by myconid

  1. So you mean this is a problem even without my changes? Btw, what's your GPU? a_normal is read in straight from the model files, it shouldn't be messed up...
  2. The problem is, the game uses Spidermonkey so I don't think there's a way to load files directly from Javascript, but it should be possible to do through Atlas...
  3. Fixed (the blending problem). I think the blinking is a separate issue that has to do with the shadowmap.
  4. "Nani gigantum humeris insidentes". (or maybe the correct singular form is "nanos".. oh well)
  5. Here you go: http://www65.zippyshare.com/v/40373917/file.html
  6. Alas, I cheated. I used GIMP's save-image-as-.h-file option to get the values as a comma-separated list and then used that to initialise an array in the rmgen script.
  7. The heightmap is from Google. I just wrote the rmgen script to import it into the game and see what happens. I was curious if terrain erosion looks good with a low-fi mesh. It does, even without proper textures.
  8. I was wondering whether the terrain mesh is fine enough for things like terrain erosion, so I took this heightmap and did this with it: Conclusion: We need erosion scripts, it looks aweshum! (with apologies if this has already been tried)
  9. Haha, yeah. We've ruled out the normal/specular code, we've ruled out the textures. What's even left?? Tell you what, it's late here and I'm tired. My brain isn't working. Let's continue this tomorrow and hopefully the answer is obvious and we just can't see it.
  10. git reset --hard HEAD Or is it git reset --hard origin/HEAD ?
  11. Are you missing the base texture? It should be the file art/textures/terrain/types/snow grass 2.dds... Neither. I implemented the grass in like 15 minutes just to see if/how it works and didn't give it much thought.
  12. Hmmmmm... Maybe something is up with the lighting? If you edit art/terrains/snow/snow grass 2.xml and remove the line with USE_NORMAL_MAP does it work? How about the one with specular? It's a bit laggy on my laptop just by drawing a screen full of grass, though I'm sure a gaming PC can handle this effect with ease.
  13. I see nothing obvious in the code that could be causing that, so maybe you changed something in the xml? The cliff is using exactly the same effects/code as the snow material, and additionally uses triplanar as well. If the cliff is working, then the issue is probably with the xml somewhere. Make sure your local copy is exactly the same as on github. Also, the grass material is half-working in your screenshot! The layer transparency is missing, so you don't see the layers below...
  14. Celts Sandbox uses this grass (it's the default grass you get when you open Atlas). Can you go in Atlas and test the "Snow/Snow Grass 2" terrain type? That really shouldn't be black. Maybe it's missing a texture or something like that? How about "Biome Alpine/Alpine Cliff"?
  15. Try pulling & recompiling now. I can has more info plz? Was that supposed to be the grass texture or are other textures broken as well?
  16. Try messing with the number of passes in terrain_grass.xml. If you're lucky it might work even with the error, if you aren't then you'll just have to wait until I'm done with the terrain renderer implementation.
  17. That's what you get for trying code not meant for release. Hold on.
  18. No Lod. Have fun running it on your netbook. The grass material is attached to art/terrains/grass/grass1_spring.xml, which is the "default" grass. Look at shaders/effects/terrain_grass.xml for the evil multipass commands that make it so slow.
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