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Everything posted by wraitii
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I've got this too sometimes, though not on every map.
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All previews are 400x300 right now... I made one at this size. Made the changes you recommanded, Spahbod, and added a few more fishes. I don't believe there is any other problem, so I'm going to go ahead and commit it. edit: and committed with a wrong commit message. Oh well, let's say it's obvious.
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I've updated this map to make the mountain range slightly curved, and I removed the climates since I think the game would need the more fancy graphical effects for them to work properly. There's probably a few other modifications... Anything that I should change still? pyrenean_sierra.zip
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Random Map Script: Corsica vs Sardinia
wraitii replied to wraitii's topic in Scenario Design/Map making
It appears the latest version hadn't been committed, so since I know can, I committed them (also allowed me to check I did nothing wrong. Which I sort of did since I crushed Spahbod's description in the process to replace it with another. I'll fix that later I guess. edit: done.) -
Simple ondulation (to make it dynamic, pretty much) will be fine.
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Okay, so I'm creating patches way too fast for anybody to follow, but I figured I was kind of "over" with this whole wave business until some people made remarks, so here is the latest version: foam has been slightly improved iirc, a few other stuffs, and a huge speed improvement (on my computer, RenderWater() has gone from being twice as slow as all other rendering functions to being faster than "RenderReflections" on most maps.) Same thing, just apply the patch and it should work. I've added the test map for those who want to see it, so it's a bit heavier. water.patch
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Apple's openGL drivers are notoriously slow. I think you may win some FPS's if you play at the native resolution, though (compared to slightly lower).
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Okay, updated patch with the new texture, improved positioning for the waves, some basic foam around the waves. The images should be added by the patch, this time, so nothing else to do. (updated for the latest SVN revision, too). I'm thinking this is the first "working" version. Take a look, report problems or inconsistencies, and suggestions for improving. If all goes well, I might be able to commit it before feature freeze. Should I Trac this in the optic of committing or is it as good in this topic? Edit: for those who feel it is too slow... I've run the Xcode profiler (really awesome stuff there) and found that creating/destroying textures was really inefficient. So I stored those instead to reuse and now the super fancy water shader is basically two times fast. Edit: new patch 3 hours later below.
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Looks a lot like what we have now (in the method), actually, which is pretty nice. The difference is that he apparently uses a pretty high-scale texture of the distance to the shore for each shore pixel to have the waves crash nicely, and it seems the terrain in that simulation was more linked to the tiles when in 0 A.D. I figured, while I can't use an actual animated texture to have breaking waves, I could use a 3D texture. Is that supported by the game? Wijitmaker, thanks for the waves. To clarify what I needed, I needed mostly an image like your "wave_17" one. The animation could be used to introduce slight perturbations on that particular image (I don't need the wave to move in the texture, because of the system I use). I can do the conversion to normal myself.
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Updated patch (from clean SVN): you'll still need the two textures from above but the rest should work. water.patch
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That would probably be too complicated and would most likely not give the best results... I'd need some sort of "cruising" wave, ie no rise, no breaking, just at its crest phase. Only to simulate some sort of movement in the water, it could have some turbulences in the front or something. Animation is therefore mostly a plus, but even a proper normal map and heightmap for a single wave would be very handy.
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Thanks for the report. Forgot about those files, that's pretty dumb of me. The "p" stuff didn't bother my compiler so i didn't notice, neither did the "NULL" stuff, that's fixed. Yeah, git is easier for testing but porting the commits to SVN is something I'm really uncomfortable with, so for that it'll be SVN (furthermore, I've had a few problems with git, and my fork is a huge mess right now which I can't bother fixing). I'll try to repost a (slightly newer) a bit later.
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New Sound Manager svn patch
wraitii replied to stwf's topic in Game Development & Technical Discussion
Any update? I'd be really happy to finally enjoy the game's soundtrack/sound effects. -
Do auroras actually move at any noticeable speed? I've only ever seen pictures and figured they stood still, in which case a simple skybox worked fine enough.
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Yeah, I hadn't thought at all of rendering the meshes to texture, but that eliminates quite a few issues. I had code leftovers from my many tries, too, so it took very little time. I've switched working from git to svn because I figured it would be easier in the end, and here's a patch for the current SVN version (12240 I believe). The wave effect is shown, it's not really clear in all orientations because it affects the normals, and not so much the foam (only a little). it's not really synched up or cleaned up, take that as a proof of concept and tell me how it feels. I intend to: make it so the squares are more aligned to the shores, so you won't get waves that start way too early/feel too weird. i'll try to make waves wider too, once that is done. Have some sort of pseudo-wind strength effect affect the amount of foam/waves. I'd need a wave texture (in the same spirit as the one I included, only way nicer. Basically, only one wave and some "blank space"), it should ultimately be animated, it'd be much nicer. Also, I'd need the same texture only in the form of a heightmap to help with the foam. If somebody could do that, it'd come in very handy. edit: patch update below (I'm not sure I can add files to the patch, so I've linked the two textures below. They have to be put in " binaries/data/mods/public/art/textures/terrain/types/water/ ") Since it's my first svn patch, it might not work, please report then
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Some news that, for once, aren't "This failed". So I've switched back to geometry, and to render-to-buffer, which helps nicely against depth problem and conflicts. Here's an early WIP: It looks promising enough that I should be able to get it to work, so that's something.
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Proposed changes for game balance
wraitii replied to gudo's topic in Game Development & Technical Discussion
I figure houses would take basically no time to capture, and capturing doesn't really have a cost (free buildings, yay). So even if they're hard to destroy without siege buildings, I don't think it would be a hassle to take them down by capturing them. -
Build environment and deployment on the Mac
wraitii replied to Yves's topic in Game Development & Technical Discussion
Yep, those changes work for me. -
Proposed changes for game balance
wraitii replied to gudo's topic in Game Development & Technical Discussion
I think that was intended as buildings will be made capturable. -
Proposed changes for game balance
wraitii replied to gudo's topic in Game Development & Technical Discussion
I think citizens are recruited too quickly in the early game. This presses the players to build houses all the time, which makes it a bit boring and makes wood really really important (with Marilyn, I had found that in the early game, optimal resource collecting was about 60%wood/40% food or more for wood depending on the civ). If citizens were recruited slightly slower, the player would have more time to do other stuff than simply building houses. In the late game, technologies could be use to change that. -
You could use a specific sky setting for that.
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Okay, so I've tried using the ground directions for the wave... And the answer is no, it looks bad. I think I'm going to stop being dumb and start being clever instead, so I'll probably resort to some sort of fancy geometry stuffs that will allow for wave discontinuity, because hey, waves can be. Should work anyway. On the upside, this is really helping me work on my hatred for restarting from scratch.
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Post-processing effects test (SSAO/HDR/Bloom)
wraitii replied to myconid's topic in Game Development & Technical Discussion
Na. hadn't noticed that. Isn't there also a matrix multiplication for the shadows, though? -
Post-processing effects test (SSAO/HDR/Bloom)
wraitii replied to myconid's topic in Game Development & Technical Discussion
I'm pretty sure this is the problem we discussed, myconid, with the instancing transform. -
Did anybody here play the "RPG" multiplayer scenarios in AOE 2? Now that was some serious fun.