myconid Posted June 22, 2012 Author Report Share Posted June 22, 2012 It also works in-game, though lightning of the terrain flickers back and forth several times a second (normal, darker, normal, darker etc.) If I disable GLSL, there is no flickering. If I enable GLSL with the unpatched master branch, I also experience flickering. (Conclusion: Flickering not due to your changes, but due to a problem in the GLSL support, hardware or software.)Nice, thanks for testing! Yeah, that's a known issue with the shadowmap (I used to get it too until I "fixed" it by accident, at least on my PC). The cause is a mystery. I had a quick look at the shadowmap code and nothing stands out as wrong.. so clearly we'll need a more serious debugging session sooner or later.Need. Video. I posted in another thread a few days back. I'd say it's improved a little since, though you get the basic idea.Maybe one day we could add a relief mapping material for some sweet-looking terrain features. This scene has a triangle count of 2:That should be possible with steep parallax, I could even add the "fake" self-shadows. I wonder how slow it would be on my comp... Quote Link to comment Share on other sites More sharing options...
Shield Bearer Posted June 23, 2012 Report Share Posted June 23, 2012 Maybe one day we could add a relief mapping material for some sweet-looking terrain features. This scene has a triangle count of 2: I thought it was water! If we could get that kind of effect for the the seas/oceans then it would rock! Quote Link to comment Share on other sites More sharing options...
wraitii Posted June 23, 2012 Report Share Posted June 23, 2012 (edited) The problem with making too wavy oceans is that you must have realistic waves (on the shores or on cliffs), which is a pain.I've got to say, when Alpha 10 got released, I was fairly confident the final game would be pretty close from a graphical standpoint. Now myconid has decided to revamp everything up (the tree moving is a nice touch, really) and the GUI is being redesigned completely...Based on the video, it looked like all trees moved at the same rate (in a very uniform wave effectà ... Have you planned to offset some, or perhaps implement a "wind" factor? Edited June 23, 2012 by wraitii Quote Link to comment Share on other sites More sharing options...
myconid Posted June 23, 2012 Author Report Share Posted June 23, 2012 Based on the video, it looked like all trees moved at the same rate (in a very uniform wave effectà ... Have you planned to offset some, or perhaps implement a "wind" factor?Yup, it's already been addressed.I finally had a chance to work on the terrain materials. Not finished yet, though most of the big changes are in place. You can check out the terrainmapping branch, if you're curious, but stay away from the fixed renderpath because it's broken. https://github.com/m.../terrainmappingTerrain types are no longer created by just putting textures in art/textures/terrain/types. The image files are still located at that path, however there is now an extra art/terrains directory that contains terrain xml files, which are very similar to actor files. They look kind of like this:<terrain> <tag>alpine_cliff</tag> <textures> <texture name="baseTex" file="alpine_cliff.dds"/> <texture name="normTex" file="alpine_cliff_norm.png"/> <texture name="specTex" file="alpine_cliff_spec.png"/> </textures> <material>terrain_norm_spec.xml</material> <props groups="forestfloor" mmap="100 50 25" angle="12.0" size="64.0"/></terrain>The "terrains.xml" files are kept, but they modify the xml files, not the image files.The result doesn't look too different from the tests I did way back, though it's much improved under the hood. Quote Link to comment Share on other sites More sharing options...
Gen.Kenobi Posted June 23, 2012 Report Share Posted June 23, 2012 Woah!It's great! Now we must come up with different tilled high-res textures, the normal maps and spec one can work better - I can see that they are in a very small resolution right now. Quote Link to comment Share on other sites More sharing options...
zoot Posted June 23, 2012 Report Share Posted June 23, 2012 It works Quote Link to comment Share on other sites More sharing options...
myconid Posted June 23, 2012 Author Report Share Posted June 23, 2012 (edited) Woah!It's great! Now we must come up with different tilled high-res textures, the normal maps and spec one can work better - I can see that they are in a very small resolution right now. The texture/norm/spec maps are 512x512. That's not too bad considering terrain is not even meant to be looked at up close... Still, 1024x1024 would be a huge improvement, and I think it's what most games would use these days.It works Awesome! I've just pushed the map etc I've been playing with (pic below). It's a map named "test" in Atlas (or "unnamed" in the game).Btw, I tried turning anti-aliasing on and... I really wish the game had better-looking cliffs and a skybox... Edited June 23, 2012 by myconid Quote Link to comment Share on other sites More sharing options...
zoot Posted June 23, 2012 Report Share Posted June 23, 2012 I seem to be missing the snow texture itself: Quote Link to comment Share on other sites More sharing options...
myconid Posted June 23, 2012 Author Report Share Posted June 23, 2012 Whoops, for committing I should have referenced the dds not the png. Try it now. Quote Link to comment Share on other sites More sharing options...
zoot Posted June 23, 2012 Report Share Posted June 23, 2012 I wouldn't know how to enable anti-aliasing, though Quote Link to comment Share on other sites More sharing options...
WhiteTreePaladin Posted June 23, 2012 Report Share Posted June 23, 2012 Anti-aliasing is probably set in your manufacturer's graphics card settings program. Quote Link to comment Share on other sites More sharing options...
myconid Posted June 23, 2012 Author Report Share Posted June 23, 2012 (edited) I force AA on through AMD's control panel app. Don't know if there's something similar for intel cards.Uh-oh...! Why are there no shadows in that pic? This couldn't possibly be the fault of my changes, I think. And also the sky reflection. Is the game turning stuff off if it's running slowly, maybe? Edited June 23, 2012 by myconid Quote Link to comment Share on other sites More sharing options...
zoot Posted June 23, 2012 Report Share Posted June 23, 2012 Shadows and water reflections are disabled by default when I run the game, also prior to patching it, so I assume this is down to my poor hardware.By the way, I guess self-shadowing can't be done with shadow mapping? It seems to detract quite a bit from the visual fidelity: Quote Link to comment Share on other sites More sharing options...
WhiteTreePaladin Posted June 23, 2012 Report Share Posted June 23, 2012 I think the reflective water and shadows are disabled by default when the game detects certain GPUs. I think Philip added that at one time.[edit]Actually, it's probably an availability check for certain features, not a check on the GPUs themselves. Quote Link to comment Share on other sites More sharing options...
myconid Posted June 23, 2012 Author Report Share Posted June 23, 2012 Shadows and water reflections are disabled by default when I run the game, also prior to patching it, so I assume this is down to my poor hardware.I think the reflective water and shadows are disabled by default when the game detects certain GPUs. I think Philip added that at one time.Ah, good.By the way, I guess self-shadowing can't be done with shadow mapping? It seems to detract quite a bit from the visual fidelity:Sure can, it's just that the model ambient colour is a little too bright in that map. I think I should stick to coding and leave stuff like that up to the map designers. Quote Link to comment Share on other sites More sharing options...
zoot Posted June 23, 2012 Report Share Posted June 23, 2012 Oh, yeah, that's probably it. Quote Link to comment Share on other sites More sharing options...
zoot Posted June 23, 2012 Report Share Posted June 23, 2012 Can we mitigate texture stretching with something like triplanar mapping? Quote Link to comment Share on other sites More sharing options...
myconid Posted June 23, 2012 Author Report Share Posted June 23, 2012 Can we mitigate texture stretching with something like triplanar mapping?Sure, looks simple enough! Quote Link to comment Share on other sites More sharing options...
Pureon Posted June 23, 2012 Report Share Posted June 23, 2012 Sure, looks simple enough!Seriously? Quote Link to comment Share on other sites More sharing options...
WhiteTreePaladin Posted June 23, 2012 Report Share Posted June 23, 2012 That terrain stretching has been a sore point for a long time. Would be great to have it fixed. Quote Link to comment Share on other sites More sharing options...
myconid Posted June 23, 2012 Author Report Share Posted June 23, 2012 Seriously? Haha, no I was just kidding.Or was I? Quote Link to comment Share on other sites More sharing options...
zoot Posted June 23, 2012 Report Share Posted June 23, 2012 Definitely looks better, but have you tried tweaking the 'blending range'? In GPU Gems, they seem to obtain rather epic results with a range of 'roughly 10 to 20 degrees'. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted June 24, 2012 Report Share Posted June 24, 2012 Probably best to use cliff textures in such examples and optimize the solution to fit those textures best. I've always hated the terrain stretching too, though. Quote Link to comment Share on other sites More sharing options...
Gen.Kenobi Posted June 24, 2012 Report Share Posted June 24, 2012 This is simply brilliant!You guys rocks! Quote Link to comment Share on other sites More sharing options...
Sonarpulse Posted June 24, 2012 Report Share Posted June 24, 2012 (edited) Probably best to use cliff textures in such examples and optimize the solution to fit those textures best. I've always hated the terrain stretching too, though.Cliff textures and "multi-planer" can be combined for super basic "biomes"That would a normal ground type:<terrain> <tag>alpine_cliff</tag> <textures> <texture name="baseTex" file="alpine_cliff.dds"/> <texture name="normTex" file="alpine_cliff_norm.png"/> <texture name="specTex" file="alpine_cliff_spec.png"/> </textures> <material>terrain_norm_spec.xml</material> <props groups="forestfloor" mmap="100 50 25" angle="12.0" size="64.0"/></terrain>Then a biome would select different versions of the above based on the angles things faced. You could do things likeIF 75-90 degrees (polar angle of normal)THEN clifrockElse If 180-270 degrees (azimuthal angle) THEN snow grass mix ELSE snowThis would sort of blur the distinction between manual and generated maps, making both tasks easier. Of course, if map-makers didn't like the way something looked, they could override with a forced normal ground type too.azimuthal angle, and polar angle Edited June 24, 2012 by Sonarpulse Quote Link to comment Share on other sites More sharing options...
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