tag:blogger.com,1999:blog-9193968969153274146.post3178613425128942405..comments2023-05-20T12:08:52.031+02:00Comments on In The Games Of Madness: Tech Feature: Terrain texturesFrictional Gameshttp://www.blogger.com/profile/00278352641328669040noreply@blogger.comBlogger16125tag:blogger.com,1999:blog-9193968969153274146.post-30505103919058606672011-02-02T08:29:33.032+01:002011-02-02T08:29:33.032+01:00Ahh, nevermind. I didn't realize at first tha...Ahh, nevermind. I didn't realize at first that those small textures were actually being applied directly to the terrain tiles. I guess that is enough detail and it's scalable. Nice approach!Lancehttp://lancethornblad.comnoreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-32865762710757141502011-02-02T08:13:11.847+01:002011-02-02T08:13:11.847+01:00I don't understand part of the article. I pre...I don't understand part of the article. I presume that the Quake Wars example was one gigantic texture, painted by artists, that is loaded in pieces. The pieces of your gigantic texture are generated from what source?Lancehttp://lancethornblad.comnoreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-61975007569691862312011-01-20T21:15:25.749+01:002011-01-20T21:15:25.749+01:00everything very nice but textures are poor quality...everything very nice but textures are poor quality example http://2.bp.blogspot.com/_QfesHslH-uc/TO2LNvaI09I/AAAAAAAAATM/bwgLQw9qAvU/s1600/06_texture_seam%2Bproblem.jpg when it's zoomed like when u go to the wall and watch at it it's too low quality, if you are making all this take some time and make good textures , be the best :)Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-21079177996328576872010-12-30T15:41:52.185+01:002010-12-30T15:41:52.185+01:00Graphics engines such as OGRE3D have already imple...Graphics engines such as OGRE3D have already implemented all this kind of stuff. Seems kinda wasteful that you're reimplementing the wheel for your own custom engine.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-35995561406866313372010-12-02T19:08:03.044+01:002010-12-02T19:08:03.044+01:00Great article. I really like the blend technique b...Great article. I really like the blend technique by Max McGuire.<br /><br />I am not quite sure, but I think you can use one RGBA texture to blend 5 different textures, as long as you assume that all 5 alpha values add up to 1. The 5th alpha value can then be calculated by x = 1 - (r + g + b + a) in a pixel shader. Maybe this way, you can reduce the number of textures<br />need by one in some situations.Unknownhttps://www.blogger.com/profile/02581460152657246387noreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-17797755440398704282010-11-28T15:17:54.263+01:002010-11-28T15:17:54.263+01:00I guess you have seen this before but just wanted ...I guess you have seen this before but just wanted to share up for anyone interested in real time dxt compression.<br /><br />http://cache-www.intel.com/cd/00/00/32/43/324337_324337.pdf.<br /><br />JP Waveren's paper on real time normal map compression might also be interesting to you to http://developer.nvidia.com/object/real-time-normal-map-dxt-compression.html.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-50009123622119538372010-11-28T07:56:49.580+01:002010-11-28T07:56:49.580+01:00Very interesting read. Looks like you're worki...Very interesting read. Looks like you're working with a hell of an editor there, really excited to see the next "supersecret" game, and I'm not obnoxious enough to ask questions about it. <br /><br />Just know that between the lighting, texturing, vegetation, noise, and enormous design philosophy improvements I'm seeing from these updates I am super excited.Glenn Winkelmann Jr.https://www.blogger.com/profile/04083059920064001847noreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-19479993149592240542010-11-27T21:16:40.968+01:002010-11-27T21:16:40.968+01:00The texture that defines blending speed for variou...The texture that defines blending speed for various parts of the material is a great idea!<br />Not all materials need to use it (e.g. wet sand to dry sand transition), but it can create a great effect where suitable (rockey materials covered with dirt or sand, as in your example).Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-40910206880320214222010-11-27T02:30:36.841+01:002010-11-27T02:30:36.841+01:00Hey there!
You mentioned the stretching on slopes...Hey there!<br /><br />You mentioned the stretching on slopes problem. There is a simple method that could help with that. Search for the keywords "Mushroom Transformation". You can either use it to create terrains with overhangs or you use those functions to alter the uv-coordinates of the textures to destretch them on slopes.<br /><br />e.g. described here:<br />http://www.yaldex.com/open-gl/ch20lev1sec2.htmlwhynoddnoreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-53375478432184117242010-11-26T09:11:49.828+01:002010-11-26T09:11:49.828+01:00I forgot to mention that I did try parallax mappin...I forgot to mention that I did try parallax mapping but had problems with seams. When you look at a steep angle the little border (8 pixels max) quickly was not enough. But I guess problems could be minimized with a larger seam.<br /><br />However, tessellation is something that could work really well so that is something I wanna try later on!Thomashttps://www.blogger.com/profile/02945983378935089787noreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-14837301850743337072010-11-26T01:36:57.399+01:002010-11-26T01:36:57.399+01:00This blending technique between textures + mesh te...This blending technique between textures + mesh tessellation or parallax mapping, would be friggin sweet!Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-50100857773159599052010-11-25T11:45:57.151+01:002010-11-25T11:45:57.151+01:00Tomat:
I worked on and off for 2.5 weeks I think. ...Tomat:<br />I worked on and off for 2.5 weeks I think. The things that took time where stuff not mentioned, like the cache system and quad-tree structures. <br /><br />regarding baking shadows:<br />Yes, considered and mentioned in post :)Thomashttps://www.blogger.com/profile/02945983378935089787noreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-63896787493537238712010-11-25T10:34:06.021+01:002010-11-25T10:34:06.021+01:00Its good to see what not ONLY big teams like HALO ...Its good to see what not ONLY big teams like HALO team could allow such approach to texturing.<br />How much time have you spent on implementation? 2 days or week?Tomathttps://www.blogger.com/profile/02952992582989049005noreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-28584196511827607062010-11-25T09:43:52.884+01:002010-11-25T09:43:52.884+01:00Thomas, have you considered simply baking the shad...Thomas, have you considered simply baking the shadows for the terrain? It's not like the sun will be moving... Will it?Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-42941077634636917292010-11-25T08:52:13.982+01:002010-11-25T08:52:13.982+01:00Yup. Tech is built for the next supersecrect game....Yup. Tech is built for the next supersecrect game.Thomashttps://www.blogger.com/profile/02945983378935089787noreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-14323785435918999262010-11-25T03:51:12.132+01:002010-11-25T03:51:12.132+01:00Wow, looks awsome.
Is this for your next game?
An...Wow, looks awsome.<br />Is this for your next game?<br /><br />Anyways, its intriguing to read, I myself is currently study 3D programming.Anonymousnoreply@blogger.com