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Wijitmaker

WFG Retired
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Posts posted by Wijitmaker

  1. Looking good :) - try this file. Would it be possible - instead of using an animated file... to take this sprite and cause it to start from a squished state (for example 16x128) fade in, advance to the shore (expanding to it's full size 64x128), linger, stretch it even further (maybe 96x128) in a retreat and fade back into transparency. Meanwhile, another wave would be starting it's cycle behind it.

    post-3-0-87499500-1342528927_thumb.png

  2. Yup, that looks more correct! http://imgur.com/a/CkHWf

    In regards to parallax: when you are creating heightmaps remember that the parallax effect actually goes inwards (i.e. the real surface of the polygon is at height=white). If your entire polygon is much lower than that, it gets pushed inwards and the effect doesn't know what to draw to fill in the gaps at the edges. That's why you got tiling gaps on the roof of the roman civil centre. The solution? Make the brick heightmap brighter, until the tops of the stones=white.

    Lets try this one. Sorry, no specular yet - I got distracted by the water thread.

    post-3-0-96138300-1342497673_thumb.png

  3. Yup, that looks more correct! http://imgur.com/a/CkHWf

    In regards to parallax: when you are creating heightmaps remember that the parallax effect actually goes inwards (i.e. the real surface of the polygon is at height=white). If your entire polygon is much lower than that, it gets pushed inwards and the effect doesn't know what to draw to fill in the gaps at the edges. That's why you got tiling gaps on the roof of the roman civil centre. The solution? Make the brick heightmap brighter, until the tops of the stones=white.

    Cool and thanks for the tip, I'll get that fixed up this afternoon.

    Back to doing groundwork for the postprocessing effects manager. Here's HDR + bloom + fog: http://imgur.com/a/p1jxm

    Looks great!

  4. I've seen comments here, or somewhere else that there is some complaints about the quality of the water texture. I've taken the liberty of regenerating 60 frames of animated looping water. The photoshop plugin outputs a color map in the RGB (maybe useful for adding white caps to waves?) and then uses the alpha channel to store a bump map. If I gave you 60 of the attached files would that be something you could work with... or would you need that bump map extracted and turned into a normal map for you?

    I was also thinking... I could generate more animated maps if they might be useful? Waterfall or maybe an animated caustic light map that could be applied to the terrain below the water?

    water01.zip

  5. I'm not quite sure what you're asking, but if I'm right, what you want to do is select the mesh and then the rig (in that order) and press Ctrl+P, and select "Empty Vertex Groups". What is it you're trying to attach to a bone?

    Sorry, I should explain more. I guess what I'm trying to do is to... for example - attach that head mesh to the head bone, so that when the head bone moves, it will move with it. I'm not talking about doing any vertex deformations, just a ridged attach. I'd like to do the same thing with all those boxes (prop points) too.

    The rig actually looks pretty normal now. D'you want me to try and get it in the game again now, or are you going to do that?

    If you'd like to give it a shot please feel free!

  6. That thing is password protected. Can you copy it somewhere?

    Ah, I forgot - sorry. Here it is and in a zip instead. Unfortunately it is just an .exe no source code - so I'm not sure how much help it will be (and it looks pretty poor on this computer - maybe a driver issue). Florian Brede (aka Daywalker) was the programmer. It looks like he could be contacted here.

    WaterTest.zip

  7. Looking really nice :)

    I was wondering if you had considered another pre-shader method that might add a little bit to the atmosphere of where water meets shore. A really long time ago (2003), a WFG programmer created a demo of some waves that were similar to how AOM did their effects. It lives here: http://www.wildfireg...s/WaterTest.rar (there is even a wave sprite texture I created years ago in there).

    AOM basically used a wave sprite that would move, expand and fade on an edge detected shoreline. You can see it in this video here:

    It isn't perfect, but I always thought it looked nice. It might be a nice addition, especially for those that can't use fancy water.

  8. Personally, I'd love to see how the roman buildings look like, especially the Mars temple and civil centre that I've been testing with all this time. If not those, pick whichever buildings you think will come out looking the coolest.

    Alright, I've started working on the Romans. The roofs are really important because it is a large piece of what people see. Could you show me how this looks?

    Also, I was looking at that Brennus texture a little bit and it appears to me that it is in an inverse direction (what is sticking down should be up and vice-versa). I'm going to see if there is some way I can convert it back to a height/elevation map.

    post-3-0-52208800-1342032805_thumb.png

  9. Maybe. I'll have to look into it.

    Ah, ok. Created a new map using a 3x3 Sobel filter, as opposed to the 2x2 filter you used. Using GIMP's normalmap plugin. Still pretty subtle.

    http://imgur.com/a/Siwn4

    Don't worry, I don't mind at all. After all, I want to test this as well! :)

    In fact, do you have any other elevation maps I can play with?

    That celtic texture looks very nice, I think that did well. I was hoping for a little better results with the unit texture, but I'm afraid I can't do much about it because I didn't make that one. I also don't have any more elevation maps. Though I could make another to demo. Is there one you had in mind you would like to see? I think all the shield textures have some benefit from both the specular and normal mapping.

  10. Uh, I should remind people that the modelmapping stuff is limited to instanced objects, like buildings and ships but not people or animals!

    Could it be applied to an unanimated actor just to see what the affect might look like on the unit?

    Wijitmaker, tried your Celt normalmap. It may be a bit too subtle (or, I chose the wrong building to test it on).

    I'm attaching the black and white elevation map, maybe I didn't convert it correctly - or maybe the brightness and contrast needs to be greater.

    Sorry for pestering you so, I'd try it myself but ... well you know that story.

    post-3-0-27859000-1341935460_thumb.png

  11. If someone could... would you please test these two normal files?

    The celt_struct_1_normal should work with any (over a dozen) celt structure actors that still uses celt_struct_1 for it's base texture.

    binaries\data\mods\public\art\actors\structures\celts

    The other is a test on a unit, it should work for actor:

    binaries\data\mods\public\art\actors\units\celts\brennus.xml

    Thanks

    PS - as someone mentioned here...

    Why not use SSAO (perhaps as a supplement)?

    SSAO would add ambient occlusion to the ground and dynamic objects (animated stuff like infantry and wagons) as well, not just static models. (If this method is used on a dynamic model, the lighting would not be correct in many circumstances)

    Would it be reasonable to make a distinction between dynamic an static objects. Apply SSAO to the dynamic ones and prerendered AO to the static ones?

    post-3-0-46620600-1341887557_thumb.png

    post-3-0-30447500-1341887596_thumb.png

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