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niektb

WFG Retired
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Everything posted by niektb

  1. It does work, so how do you mean given up?
  2. They should be brighter? (Which part of the texture did you use for the doors?) Yeah, let's think of a few. How about a campfire (with cooking pot?), a haystack and some (woodcutting and farming) tools to name a few?
  3. Okay, I reduced the amount of moss on the roof, removed the black spots and finally tried to repair the wall.
  4. It's do able to change the moss.
  5. Your AO is very black/white, you should take a look at already existing AO maps. My trial to add moss and make the walls brighter:
  6. It took a while before I started again on programming shaders. This time I tried creating a FXAA-shader. No luck however: Does anybody has some thoughts on this? I tried modifying the following shader: https://code.google.com/p/processing/source/browse/trunk/processing/java/libraries/opengl/examples/Shaders/FXAA/data/fxaa.glsl?r=9668 Some background information on FXAA: http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf The code: fxaa.xml <?xml version="1.0" encoding="utf-8"?><program type="glsl"> <vertex file="glsl/hdr.vs"> <stream name="pos"/> <stream name="uv0"/> <attrib name="a_vertex" semantics="gl_Vertex"/> <attrib name="a_uv0" semantics="gl_MultiTexCoord0"/> </vertex> <fragment file="glsl/fxaa.fs"/></program>fxaa.fs #version 120uniform sampler2D renderedTex;varying vec2 v_tex;void main() { // The parameters are hardcoded for now, but could be // made into uniforms to control fromt he program. float FXAA_SPAN_MAX = 8.0; float FXAA_REDUCE_MUL = 1.0/8.0; float FXAA_REDUCE_MIN = (1.0/128.0); vec3 rgbNW = texture2D(renderedTex, v_tex + (vec2(-1.0, -1.0) )).rgb; vec3 rgbNE = texture2D(renderedTex, v_tex + (vec2(+1.0, -1.0))).rgb; vec3 rgbSW = texture2D(renderedTex, v_tex + (vec2(-1.0, +1.0))).rgb; vec3 rgbSE = texture2D(renderedTex, v_tex + (vec2(+1.0, +1.0))).rgb; vec3 rgbM = texture2D(renderedTex, v_tex).rgb; vec3 luma = vec3(0.299, 0.587, 0.114); float lumaNW = dot(rgbNW, luma); float lumaNE = dot(rgbNE, luma); float lumaSW = dot(rgbSW, luma); float lumaSE = dot(rgbSE, luma); float lumaM = dot( rgbM, luma); float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE))); float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE))); vec2 dir; dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE)); float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN); float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce); dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX), max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), dir * rcpDirMin)); vec3 rgbA = (1.0/2.0) * ( texture2D(renderedTex, v_tex + dir * (1.0/3.0 - 0.5)).rgb + texture2D(renderedTex, v_tex + dir * (2.0/3.0 - 0.5)).rgb); vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * ( texture2D(renderedTex, v_tex + dir * (0.0/3.0 - 0.5)).rgb + texture2D(renderedTex, v_tex + dir * (3.0/3.0 - 0.5)).rgb); float lumaB = dot(rgbB, luma); if((lumaB < lumaMin) || (lumaB > lumaMax)){ gl_FragColor.rgb=rgbA; } else { gl_FragColor.rgb=rgbB; } gl_FragColor.a = 1.0;} fxaa.zip fxaa.zip
  7. Stan, can you post your latest model and texture?
  8. I can add some mossy patches on the roof (in the texture).
  9. The roof is good, the wall should be brighter. We of course can add variants with hay, yellow texture.
  10. Do you have a close-up of the wall? Furthermore the alpha channel was removed from Lion's texture, that you should fix.
  11. And could you rotate the shields in the texture 180 degree? It looks a bit silly right now.
  12. You did something with the alpha channel, right? (Look at the shields)I would say: indeed the roof can be brighter, a little brown (like in the reference) the wall should be gray. (Like you see with unpainted wooden fences outside and in the reference too)
  13. I did so, still no luck. Will try it on my other PC.
  14. Well, somehow I can't get these working on my PC so I never had seen it before.
  15. Ah, that's why you placed it on a little hill. :-) (I hadn't noticed because of my small (4.5") display)
  16. What did you do about the foundations? (In general it looks nice, though)
  17. Could you post an image on which both the old and the new tower are visible?
  18. What version of 0 A.D. are you running? Does it happen every time?
  19. Is there something being done on this error? I encountered it several times today: Thanks to this I'm suffering from a ugly glitch.
  20. That looks better, the rear legs are now less static.
  21. Well, even with my mod it works if I don't select the viking civ. See my edit above.
  22. Nay, it did happen every time I tried and on several random maps. (1 player, tiny map) Edit: I tried it on another pc (my notebook) and it normally loads without errors (except some mod-related). It seems to be an issue with the installation, not the game itself.
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