gameboy Posted June 5, 2018 Report Share Posted June 5, 2018 @aeonios My friend, I used your latest document, and I found a problem that still exists. I uploaded the screenshots. Quote Link to comment Share on other sites More sharing options...
aeonios Posted June 5, 2018 Author Report Share Posted June 5, 2018 1 minute ago, gameboy said: @aeonios My friend, I used your latest document, and I found a problem that still exists. I uploaded the screenshots. That's not a problem and I can't fix it. Try placing a tower and it should be more obvious. Or try looking at your own shadow under any light. Quote Link to comment Share on other sites More sharing options...
gameboy Posted June 5, 2018 Report Share Posted June 5, 2018 @aeonios We seem to have lost something. Quote Link to comment Share on other sites More sharing options...
aeonios Posted June 5, 2018 Author Report Share Posted June 5, 2018 1 minute ago, gameboy said: @aeonios We seem to have lost something. There is literally nothing that I can do about that. Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted June 5, 2018 Report Share Posted June 5, 2018 5 minutes ago, gameboy said: @aeonios We seem to have lost something. I already mentioned it (as wraitii too), that the effect is too blurry and unrealistic, and the shadow looks like a low quality. So it doesn't fit in our environment, until we have a weather settings. Or it should be decreased. Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 5, 2018 Report Share Posted June 5, 2018 Maybe it could be a bit sharper but I don't thinkit's too blurry Quote Link to comment Share on other sites More sharing options...
gameboy Posted June 5, 2018 Report Share Posted June 5, 2018 @vladislavbelovYes, we need a weather function. Will I get this function in the near future? @aeonios Thank you very much, my friend, you have brought us a brand-new shadow function. It is really great. Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted June 5, 2018 Report Share Posted June 5, 2018 13 minutes ago, stanislas69 said: Maybe it could be a bit sharper but I don't thinkit's too blurry It loses details. Example, even on the bigger distance you may see more details: Quote Link to comment Share on other sites More sharing options...
gameboy Posted June 5, 2018 Report Share Posted June 5, 2018 @vladislavbelov What would you do to change these problems? Do you have a good solution? Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted June 5, 2018 Report Share Posted June 5, 2018 14 minutes ago, gameboy said: @vladislavbelov What would you do to change these problems? Do you have a good solution? As I said, add weather or decrease the current level of the penumbra effect. Quote Link to comment Share on other sites More sharing options...
gameboy Posted June 5, 2018 Report Share Posted June 5, 2018 @vladislavbelov Will you implement this function in the near future? I think that day to night and sunrise and sunset alternately, thunder and rain. Quote Link to comment Share on other sites More sharing options...
ffffffff Posted June 5, 2018 Report Share Posted June 5, 2018 make 90-60-90 textures graphics curves filter and we are done here Quote Link to comment Share on other sites More sharing options...
gameboy Posted June 6, 2018 Report Share Posted June 6, 2018 @ffffffff Can you tell us when the production will start? When will we see it? Quote Link to comment Share on other sites More sharing options...
ffffffff Posted June 6, 2018 Report Share Posted June 6, 2018 10 hours ago, gameboy said: @ffffffff Can you tell us when the production will start? When will we see it? Look outside girls Quote Link to comment Share on other sites More sharing options...
gameboy Posted June 6, 2018 Report Share Posted June 6, 2018 15 hours ago, ffffffff said: make 90-60-90 textures graphics curves filter and we are done here @ffffffff When will you do it? Quote Link to comment Share on other sites More sharing options...
ffffffff Posted June 6, 2018 Report Share Posted June 6, 2018 (00:49:32) fpre: game boy ask me when i make 90-60-90 curve filter(00:49:33) fpre: lol(00:49:36) fpre: that idiot(00:49:50) Stan`: that's gameboy(00:49:54) fpre: (00:50:04) Stan`: he is a bug alram(00:50:08) Stan`: *alarm(00:50:10) fpre: XD Quote Link to comment Share on other sites More sharing options...
ffffffff Posted June 7, 2018 Report Share Posted June 7, 2018 @stanislas69 dont hide my nice posts without reason. give it hidden to me (reason) i dont get any notification for my message hidden nor get gameboy my nice message he is our friend 1 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 7, 2018 Report Share Posted June 7, 2018 @aeonios Any chance you could investigate the weird glitching issue we have on parallax maps on buildings such as the Iberian wonder ? Quote Link to comment Share on other sites More sharing options...
aeonios Posted June 7, 2018 Author Report Share Posted June 7, 2018 5 hours ago, stanislas69 said: @aeonios Any chance you could investigate the weird glitching issue we have on parallax maps on buildings such as the Iberian wonder ? Eh, I'll tell you what the issue is. This is not how parallax mapping works. Parallax mapping is a displacement mapping technique typically using a 16bit gray heightmap and normals are implicitly derived. Trying to derive position from normals is backwards and wrong. It also causes severe sparkling/aliasing artifacts on cretan palm. If you try to add parallax to senegal date (which uses the same textures as cretan) you get the same issues. 1 Quote Link to comment Share on other sites More sharing options...
gameboy Posted June 8, 2018 Report Share Posted June 8, 2018 (edited) @aeonios Will you continue to optimize your patch? My friend。 https://code.wildfiregames.com/D1486 Edited June 8, 2018 by gameboy Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 8, 2018 Report Share Posted June 8, 2018 6 hours ago, aeonios said: Eh, I'll tell you what the issue is. This is not how parallax mapping works. Parallax mapping is a displacement mapping technique typically using a 16bit gray heightmap and normals are implicitly derived. Trying to derive position from normals is backwards and wrong. It also causes severe sparkling/aliasing artifacts on cretan palm. If you try to add parallax to senegal date (which uses the same textures as cretan) you get the same issues. But it's using alpha as that value. So it's basically the same as setting the height map as the alpha channel mask right ? Quote Link to comment Share on other sites More sharing options...
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