zoot Posted August 15, 2012 Report Share Posted August 15, 2012 By the way, adding reflection would be real better for those marble building!Myconid was working on environment mapping for water reflections a few pages back. This could probably be used for other reflective surfaces too... Quote Link to comment Share on other sites More sharing options...
myconid Posted August 15, 2012 Author Report Share Posted August 15, 2012 If we combine them, the map will be bigger, like 2048x2048.. Not sure if it'll affect the performance, but that's the way we did in RoTE Performance shouldn't be affected, even on older hardware. However, if we're talking about combining (I'm guessing) two 1024x1024 textures into a 2048x2048, it would waste twice as much memory as we need.As I doubt any buildings use everything from both textures, maybe we could duplicate just some elements to a third texture. Still kind of wasteful, but not as much.In the future can we hope for Dynamically and automatically generated AO? For now "automatically", with a Blender script. I'm itching to work on the "dynamically", because it sounds challenging! If I may know, which file is the heightmap for that part? I know it's because the file is generated using software instead of handmade.Look at the relevant file in art/actors. There's a <texture> entry with the name "normTex", pointing to an image file. The heightmap is stored in its alpha channel. Quote Link to comment Share on other sites More sharing options...
k776 Posted August 15, 2012 Report Share Posted August 15, 2012 @myconid: Zaggy found this neat resource: http://www.gamerendering.com/See if you can use anything from it, particularly:http://www.gamerendering.com/category/lighting/ssao-lighting/http://www.gamerendering.com/category/shadows/shadow-mapping/http://www.gamerendering.com/category/water/ Quote Link to comment Share on other sites More sharing options...
myconid Posted August 15, 2012 Author Report Share Posted August 15, 2012 Zaggy found this neat resource: http://www.gamerendering.com/Hmm. I think we already have most of the stuff on that site, but we might be able to dig something useful out of the water section. Quote Link to comment Share on other sites More sharing options...
Shield Bearer Posted August 15, 2012 Report Share Posted August 15, 2012 My feeble attempt at the Iberian buildings, using your AO maps. The CC has a few artifacts though, I'll commit so you can have a look.Now if only we could get that shadow bug fixed (the horizontal wooden posts sticking out of the fortress wall) Quote Link to comment Share on other sites More sharing options...
Enrique Posted August 15, 2012 Report Share Posted August 15, 2012 Hey they're looking great! Did you used the AO script for blender that myconid posted? or it was done by hand?Now if only we could get that shadow bug fixed (the horizontal wooden posts sticking out of the fortress wall) The shadow bug... afaik is not a bug, just the bias setting of the shadowbuffer lamp used I think. (not 100% sure) Quote Link to comment Share on other sites More sharing options...
zoot Posted August 15, 2012 Report Share Posted August 15, 2012 The shadow bug... afaik is not a bug, just the bias setting of the shadowbuffer lamp used I think. (not 100% sure)I believe it is "Peter Panning". Quote Link to comment Share on other sites More sharing options...
Enrique Posted August 15, 2012 Report Share Posted August 15, 2012 I believe it is "Peter Panning".From the article attached by Historic_bruno on the trac ticket:"Peter Panning results when the depth offset [bias] used is too large. In this case the depth offset causes the depth test to erroneously pass."The current bias is a fixed value of 0.02. Again, not sure, but reducing it to 0.01 may make the problem less noticeable and/or create artifacts changing it. Quote Link to comment Share on other sites More sharing options...
myconid Posted August 15, 2012 Author Report Share Posted August 15, 2012 The current bias is a fixed value of 0.02. Again, not sure, but reducing it to 0.01 may make the problem less noticeable and/or create artifacts changing it.Bring up the Javascript console and type inrenderer.shadowZBias = 0.01You'll notice that the shadow positions improve, but you get z-fighting artefacts on vertical slopes (e.g. I can see them in Oasis 10, on the hills). This is odd, as I've seen other shadowmapping implementations that use <0.005 without issues. Not sure what's so different here... Quote Link to comment Share on other sites More sharing options...
myconid Posted August 15, 2012 Author Report Share Posted August 15, 2012 My feeble attempt at the Iberian buildings, using your AO maps. The CC has a few artifacts though, I'll commit so you can have a look.That's the issue with parallax on smoothed surfaces we were discussing on the previous page. Either disable parallax through the material (since you aren't using it, anyway), or do what Enrique was suggesting. Quote Link to comment Share on other sites More sharing options...
Gen.Kenobi Posted August 15, 2012 Report Share Posted August 15, 2012 Hey they're looking great! Did you used the AO script for blender that myconid posted? or it was done by hand?So.. Is there a Blender Script that I missed? Quote Link to comment Share on other sites More sharing options...
zoot Posted August 16, 2012 Report Share Posted August 16, 2012 So.. Is there a Blender Script that I missed? This one. It's on GitHub. Quote Link to comment Share on other sites More sharing options...
zoot Posted August 16, 2012 Report Share Posted August 16, 2012 (edited) Myconid, how hard does this look to you? Specifically the technique described in the GPU Gems article? Edited August 16, 2012 by zoot Quote Link to comment Share on other sites More sharing options...
Gen.Kenobi Posted August 16, 2012 Report Share Posted August 16, 2012 Added VHQ Parallax for the Rocks! Still fixing spoted errors Quote Link to comment Share on other sites More sharing options...
Gen.Kenobi Posted August 16, 2012 Report Share Posted August 16, 2012 Committed Enjoy the VHQ Bump! Quote Link to comment Share on other sites More sharing options...
Gen.Kenobi Posted August 16, 2012 Report Share Posted August 16, 2012 BTW Myconid, could you explain to me the step 1 of the Blender's script of automatic AO Generation?Make two directories, Y_UP and Z_UP. Separate models which contain the word "Z_UP" into one directory - use the Windows search function, or this on Linuxgrep -L -Z -r 'Y_UP' . | xargs -0 -I{} mv {} Y_UPI Could not understand it Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted August 16, 2012 Report Share Posted August 16, 2012 Committed Enjoy the VHQ Bump!Very nice! You forgot to commit the ao for the Scandinavian rock though. I was wondering if you could do another variation of the Scandinavian sea rock and the temperate stone mine there. For the temperate stone mine, make sure it has roughly the same rectangular footprint. Quote Link to comment Share on other sites More sharing options...
myconid Posted August 16, 2012 Author Report Share Posted August 16, 2012 Myconid, how hard does this look to you? Specifically the technique described in the GPU Gems article?Probably not too difficult to implement, but creating new terrain textures in that format will be a huge PITA. There are simpler techniques that get pretty good results without the sweat and tears. See this article about the Unreal engine for some ideas.Added VHQ Parallax for the Rocks! You should use the VHQ code only through the "conditional_define" statements and enable/disable it through the config. Is that what you did? Still, those rocks really do rock! BTW Myconid, could you explain to me the step 1 of the Blender's script of automatic AO Generation?What I was trying to say there is, if you wanted to process all the meshes in the "structural" directory, you'd need to use Windows' file search to separate the models that contain the word "Y_UP" from those that contain "Z_UP". It has to do with some models that were exported from 3DS with a setting that Blender can't import, so they need to be converted by the script. If you're exporting your rock models directly from Blender, then you don't need to worry about that (set handedness to False).Oh, one more thing: If you want to change the AO settings before you run the script, you need to comment out the last line (add # at the front). Then run Blender with the script, change the settings, open Blender's Python console and paste in the line line you commented earlier. Quote Link to comment Share on other sites More sharing options...
zoot Posted August 16, 2012 Report Share Posted August 16, 2012 Probably not too difficult to implement, but creating new terrain textures in that format will be a huge PITA. There are simpler techniques that get pretty good results without the sweat and tears. See this article about the Unreal engine for some ideas.Interesting. Seems the cost is the larger details in the texture, though. Quote Link to comment Share on other sites More sharing options...
feneur Posted August 16, 2012 Report Share Posted August 16, 2012 Committed Enjoy the VHQ Bump!Are the stone-mines (!?) supposed to be that shiny? Or is it just something about that screenshot that makes them look more like rocks wrapped in tin foil than anything else For metal mines it's one thing to make sure one knows what they are, but this is far too much imho. Quote Link to comment Share on other sites More sharing options...
zoot Posted August 16, 2012 Report Share Posted August 16, 2012 Yeah, I wonder if it had been spec mapped like that or if is actually the normal mapping that is doing it? Quote Link to comment Share on other sites More sharing options...
Gen.Kenobi Posted August 16, 2012 Report Share Posted August 16, 2012 Are the stone-mines (!?) supposed to be that shiny? Or is it just something about that screenshot that makes them look more like rocks wrapped in tin foil than anything else For metal mines it's one thing to make sure one knows what they are, but this is far too much imho.Noted (Need to put that on my to-do list.) Quote Link to comment Share on other sites More sharing options...
Gen.Kenobi Posted August 16, 2012 Report Share Posted August 16, 2012 Possible fix added for the Temperate Rock Formation committed Quote Link to comment Share on other sites More sharing options...
Enrique Posted August 17, 2012 Report Share Posted August 17, 2012 Possible fix added for the Temperate Rock Formation committed I receive an error in atlas, It doesn't find the AO texture for the Temperate rock formation.By the way, I think that parallax is not needed in those rocks, you have to be very very close to see the effect. (or modify the heightmap to be noticeable)We should discuss this on your rocks thread, let's keep this one clean for future problems/testing/development of the patch. Quote Link to comment Share on other sites More sharing options...
Gen.Kenobi Posted August 18, 2012 Report Share Posted August 18, 2012 Well, Enrique, I can see the Parallax from an ingame perspective and the heightmap is quite realistic-looking I like to zoom in often to see what and how my workers are doing, so I really don't think it would be useless. As we commented on IRC, if I recall correctly , we are planning to everything to have parallax and be awesome-looking.BTW, I committed the missing AO texture yesterday.Yeah, feel free to post your concerns on the Rock thread. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.