Jump to content

wraitii

WFG Programming Team
  • Posts

    3.398
  • Joined

  • Last visited

  • Days Won

    76

Posts posted by wraitii

  1. The tangents are calculated on the CPU and then passed in to the shaders. I believe both the GLSL and ARB are invoked using the same code on the CPU side, and if Nvidia's compiler really works, it should know how to find them (as long as you set up the xml config).

    Actually, it looks like you're using glVertexAttribPointerARB() to pass the tangents to the shader, and as it happens, I do not believe this function does anything to the ARB shader... I'll take a look at the code and see if I can use an alternative for the ARB shaders.It's not as complicated as I initially thought.

    Edit: Nope, complicated indeed. I've understood how to pass a new uniform, but the tangents are stored in a weird pointer thingy that uses the GLSL only "VertexAttribPointer" function... It probably can be replaced by some variation of "glVertexAttrib4fv" but I have no idea which exactly.

  2. Tried your TerrainSwapping branch… Got a weird "blinking texture" problem. Most surfaces blink to white and then normal very rapidly. It looks like it has a link with some sort of alpha problems, because for examples foundations are surrounded by a black square, and texture blending for terrain fails. The trees do wave, and I'm not sure what else should change. It also doesn't happen on everything.

    post-9128-0-07380700-1341306298_thumb.jp

    I've used the version from your github, changing the premake to SVN version because it crashed. I'm on Mac OS 10.6.8, using an iMac.

  3. I can try. If your request is mainly to allow civil centers placements, I can perhaps instead add a few glades here and there?

    Edit: here is an updated version... I'm not sure exactly what it changed, but it feels like there's a bit more space. I've also tried to prevent stuff from spawning on impassable terrain.

  4. @Pureon: was it on the latest SVN version? I've forgot to say it, but I discovered a bug with the water setting level during the creation of this map, which Spahbod fixed very recently.

    I should give a try at making the mountains less perfectly straight.

    @Mythos: I could consider that for larger map, but I feel like for small maps it would crowd everything too much. Will try.

  5. Pyrenean Sierra random map based on the indication by Mythos (in Map and Biome guide). I did not completely follow the indications: there are two passes, and in some cases a path could be allowed around the mountains and in some others not (because it's really hard to control :) ).

    I've included three different light settings: a sunny one, a cumulus one, and a stormy one, which look very different... I'm not too sure about the later, though. I think it'd look cooler with myconid's improvements, but I couldn't really try.

    (screenshots are a "Very large, sunny" map, and a "small, stormy" one).

    rv49Os.jpg ppyMts.jpg

    Note: this requires the latest SVN version as of July the 2nd.

    pyrenean_sierra.zip

    • Like 1
  6. Allright, so following your advice I changed the lighting... Tell me how you feel about it.

    I've also touched up a few things: made the water more murky, added small variations in the ground texture (patches here and there), added more flora to the passage through the oasis, and fixed a bug with chicken spawning (theoretically).

    The download link is attached to the first post.

    qZbMSs.jpg

  7. @Pureon: of course. But sometimes, it's simply too unpractical. On the biggest size, Sahel Watering Holes has absurdly large watering holes. The scenario itself is a very small map.

    @Spahbod: Didn't notice the update you did, sorry :) . Still took the better part of my morning. I had trouble figuring out how to paint correctly, because using the clump placer with a layered painter resulted in a "line" either at the end of the PathPlacer or around the clumps.

    BTW, I'm going to give a go at "Pyrenean Sierra". I just need to figure a nice way of making mountains.

  8. Spahbod recently added the Sahel Watering Holes random map. I've tried it and felt it could be improved a bit, so I'm offering a slightly updated version to make it look more like the scenario.

    Namely: the rivers are a little less straight, there are animals in the rivers, and generally more, the banks use slightly different textures, more grass patches, no fishes (to change?), and there are gazelles in the center and changes to the sun settings (using the scenario's).

    I'm using a new type of painter, so I've linked "painter.js".

    It's still not perfect, but I think it's a step in the right direction.

    Note: this map works much better when it's small. Which makes me think we should allow random maps to be limited to a certain "range" of size: some can perfectly be stretched, it's harder for others (eg Corsica vs Sardinia suffers on "Tiny", while this one gets really ugly when "huge").

    post-9128-0-80751700-1341053461_thumb.jp

    Map and Library file.zip

  9. I like the first concept. You can put the chatbox in the middle, and by ditching the preview box, and replacing it with the map selection, you'll have everything at once (the preview can probably go in the little tooltip that Bruno did on one of his concepts.).

    BTW, it would be nice to remove the "number of players" options. Instead, I'd rather have a "+" button behind the players, which when clicked would add a player, and a small red cross in front of each player to remove it. I think it'd be less tedious.

×
×
  • Create New...