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niektb

WFG Retired
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Everything posted by niektb

  1. Perhaps it should be as bright as the door from the Gaul houses in the picture above.
  2. A (relatively) easy way to do so is by creating a (very) high poly mesh and then bake a normal map (=bump) from it. That normal map is used for the low poly model. Some basic info: http://www.chrisalbeluhn.com/Normal_Map_Tutorial.html
  3. Perfect, is the door size still correct?
  4. Yeah, that's indeed a bit large... :-/ What I had in mind is approximately the size of two Gaul houses placed next to each other. (I don't mind if it's a bit larger)
  5. What footprint size do you currently use? I hadn't decided about the Civic center yet, but I was thinking of the following: Merging the CC with the fortress, the final building being called: The Jarl's Hold.
  6. Don't worry too much, the foundation is going to be larger than a normal house.
  7. It does work, so how do you mean given up?
  8. 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?
  9. Okay, I reduced the amount of moss on the roof, removed the black spots and finally tried to repair the wall.
  10. It's do able to change the moss.
  11. 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:
  12. 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
  13. Stan, can you post your latest model and texture?
  14. I can add some mossy patches on the roof (in the texture).
  15. The roof is good, the wall should be brighter. We of course can add variants with hay, yellow texture.
  16. Do you have a close-up of the wall? Furthermore the alpha channel was removed from Lion's texture, that you should fix.
  17. And could you rotate the shields in the texture 180 degree? It looks a bit silly right now.
  18. 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)
  19. I did so, still no luck. Will try it on my other PC.
  20. Well, somehow I can't get these working on my PC so I never had seen it before.
  21. Ah, that's why you placed it on a little hill. :-) (I hadn't noticed because of my small (4.5") display)
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