Mythos_Ruler Posted June 30, 2012 Report Share Posted June 30, 2012 It's a bit laggy on my laptop just by drawing a screen full of grass, though I'm sure a gaming PC can handle this effect with ease.I can definitely see including options to turn it off and on. Something like "Render Terrain Grass Effects" or something of that nature. Quote Link to comment Share on other sites More sharing options...
zoot Posted June 30, 2012 Report Share Posted June 30, 2012 Whoops, sorry. Meant the terrain_norm.xml material!I've removed both lines and it's still black. Quote Link to comment Share on other sites More sharing options...
zoot Posted June 30, 2012 Report Share Posted June 30, 2012 It's a bit laggy on my laptop just by drawing a screen full of grass, though I'm sure a gaming PC can handle this effect with ease.By the way, I've noticed that the blades of grass are always rendered behind all other objects. Is that a technical limitation or artistic decision? Quote Link to comment Share on other sites More sharing options...
myconid Posted June 30, 2012 Author Report Share Posted June 30, 2012 I've removed both lines and it's still black.Are you missing the base texture? It should be the file art/textures/terrain/types/snow grass 2.dds...By the way, I've noticed that the blades of grass are always rendered behind all other objects. Is that a technical limitation or artistic decision?Neither. I implemented the grass in like 15 minutes just to see if/how it works and didn't give it much thought. Quote Link to comment Share on other sites More sharing options...
zoot Posted June 30, 2012 Report Share Posted June 30, 2012 Are you missing the base texture? It should be the file art/textures/terrain/types/snow grass 2.dds...No, I do have it.Which git commands would you issue to make sure that your working directory is exactly identical to upstream? Quote Link to comment Share on other sites More sharing options...
myconid Posted June 30, 2012 Author Report Share Posted June 30, 2012 (edited) No, I do have it.Which git commands would you issue to make sure that your working directory is exactly identical to upstream?git reset --hard HEADOr is itgit reset --hard origin/HEAD? Edited June 30, 2012 by myconid Quote Link to comment Share on other sites More sharing options...
zoot Posted June 30, 2012 Report Share Posted June 30, 2012 (edited) $ git reset --hard HEADHEAD is now at aa071ab missing images Edited June 30, 2012 by zoot Quote Link to comment Share on other sites More sharing options...
myconid Posted June 30, 2012 Author Report Share Posted June 30, 2012 What if you change the terrain xml to use a different image? Quote Link to comment Share on other sites More sharing options...
zoot Posted June 30, 2012 Report Share Posted June 30, 2012 (edited) <?xml version="1.0" encoding="utf-8"?><terrain> <textures> <texture name="baseTex" file="grass1_spring.dds"/> <texture name="normTex" file="snow grass 2_norm.png"/> <texture name="specTex" file="snow grass 2_spec.png"/> </textures> <material>terrain_norm.xml</material></terrain> Edited June 30, 2012 by zoot Quote Link to comment Share on other sites More sharing options...
myconid Posted June 30, 2012 Author Report Share Posted June 30, 2012 Haha, yeah.We've ruled out the normal/specular code, we've ruled out the textures. What's even left?? Tell you what, it's late here and I'm tired. My brain isn't working. Let's continue this tomorrow and hopefully the answer is obvious and we just can't see it. Quote Link to comment Share on other sites More sharing options...
zoot Posted June 30, 2012 Report Share Posted June 30, 2012 Deal. Quote Link to comment Share on other sites More sharing options...
zoot Posted June 30, 2012 Report Share Posted June 30, 2012 For what it's worth, when I change this line: <material>terrain_norm.xml</material>to this: <material>terrain_base.xml</material>it does look just like plain grass. So it must be something in the shaders/materials. Quote Link to comment Share on other sites More sharing options...
myconid Posted June 30, 2012 Author Report Share Posted June 30, 2012 For what it's worth, when I change this line:to this: <material>terrain_base.xml</material>it does look just like plain grass. So it must be something in the shaders/materials.Ok, last attempt for tonight. Pull & compile, plz. Quote Link to comment Share on other sites More sharing options...
zoot Posted June 30, 2012 Report Share Posted June 30, 2012 That did the trick.Well done. Quote Link to comment Share on other sites More sharing options...
myconid Posted June 30, 2012 Author Report Share Posted June 30, 2012 That did the trick.Well done. Quote Link to comment Share on other sites More sharing options...
Sonarpulse Posted July 1, 2012 Report Share Posted July 1, 2012 Excellent. For the record though, I've found that git add -A ; git reset --hard HEAD works the best. Something about staging modified files induces git to delete them more reliably. Quote Link to comment Share on other sites More sharing options...
zoot Posted July 2, 2012 Report Share Posted July 2, 2012 As an aside - For guys who have been around a while (like me) I think there is a level of irony that a windows .exe of your patch hasn't been readily available for testing purposes.We should make the autobuilder capable of working off Github branches so all these kinds of features can be developed in cooperation with the artists who should use them. Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted July 3, 2012 Report Share Posted July 3, 2012 We should make the autobuilder capable of working off Github branches so all these kinds of features can be developed in cooperation with the artists who should use them.We could easily, once we fix http://trac.wildfire...om/ticket/1514. The problem is pulling in possibly untrusted code from third party sources, compiling and distributing that EXE, especially if it's some kind of automated process.On a related note, I've pulled myconid's changes into my local git repo (didn't know it was so easy ) and successfully built it on Windows. I have no idea how this could be practically distributed without packaging the whole game, or at least changed EXEs/DLLs and a bunch of other assorted data files (it's probably cleaner to package the whole thing so people can use it independently of SVN). Plus I'd have to fix new files that have been added since the last time myconid' merged from upstream. And there's a few different branches, I'm not sure which one would be best for demonstration. Quote Link to comment Share on other sites More sharing options...
zoot Posted July 3, 2012 Report Share Posted July 3, 2012 (edited) We could easily, once we fix http://trac.wildfire...om/ticket/1514. The problem is pulling in possibly untrusted code from third party sources, compiling and distributing that EXE, especially if it's some kind of automated process.True. Maybe if you all become more keen on using Git one day, someone trusted could maintain a more liberal 'experimental' branch separate from the main trunk - a lot of OS projects seem to do that.And there's a few different branches, I'm not sure which one would be best for demonstration.Personally, I would use 'modelmapping' since the normal/parallax stuff seem to have the greatest near-term impact for artists. Edited July 3, 2012 by zoot Quote Link to comment Share on other sites More sharing options...
wraitii Posted July 3, 2012 Report Share Posted July 3, 2012 (edited) 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.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. Edited July 3, 2012 by wraitii Quote Link to comment Share on other sites More sharing options...
myconid Posted July 3, 2012 Author Report Share Posted July 3, 2012 (edited) 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.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.Fixed (the blending problem).I think the blinking is a separate issue that has to do with the shadowmap. Edited July 3, 2012 by myconid Quote Link to comment Share on other sites More sharing options...
wraitii Posted July 3, 2012 Report Share Posted July 3, 2012 I looked around a bit. The blinking problem actually comes from the "a_normal" parameter being completely messed up when using glsl on my computer. Even the regular alpha does it. No idea why.I'll try to see if I can port your glsl shaders to arb, which seems to work. Quote Link to comment Share on other sites More sharing options...
myconid Posted July 3, 2012 Author Report Share Posted July 3, 2012 I looked around a bit. The blinking problem actually comes from the "a_normal" parameter being completely messed up when using glsl on my computer. Even the regular alpha does it. No idea why.I'll try to see if I can port your glsl shaders to arb, which seems to work.So you mean this is a problem even without my changes?Btw, what's your GPU? a_normal is read in straight from the model files, it shouldn't be messed up... Quote Link to comment Share on other sites More sharing options...
wraitii Posted July 3, 2012 Report Share Posted July 3, 2012 (edited) That's what I'm saying. It is indeed fairly weird that a_normal is messed up... I'm using a Geforce GT 120, with 256 Mo of vRam.My macBookAir, running 10.7 (on a Intel HD 3000) doesn't seem to have this problem. Can't tell if it comes from outdated shaders, or the GPU itself.Edit: Okay, got the specular to work on ARB. Moving on. Edited July 3, 2012 by wraitii Quote Link to comment Share on other sites More sharing options...
myconid Posted July 3, 2012 Author Report Share Posted July 3, 2012 That's what I'm saying. It is indeed fairly weird that a_normal is messed up... I'm using a Geforce GT 120, with 256 Mo of vRam.My macBookAir, running 10.7 (on a Intel HD 3000) doesn't seem to have this problem. Can't tell if it comes from outdated shaders, or the GPU itself.I'm a little relieved that this isn't my fault. By looking at your screenshot I'd have thought that whatever is malfunctioning is either in the driver or in some alpha-testing or depth-function related config in the engine. How do you know the problem is with a_normal? That isn't used for alpha blending/testing, it's used for things like lighting. Quote Link to comment Share on other sites More sharing options...
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