Something to drool over...

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Re: Something to drool over...

Postby Graveen » Tue May 08, 2012 7:20 pm

oooh nice :D
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Re: Something to drool over...

Postby Tolakram » Tue May 08, 2012 7:25 pm

Wouldn't D2 look good with that client ;)
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Re: Something to drool over...

Postby Etaew » Tue May 08, 2012 8:01 pm

Looks great, although a developer friend of mine says
he seriosuly needs to get some normal maps in there yeesh
light masks etc for the walls
just looks like a cardboard box inside
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Re: Something to drool over...

Postby silakka » Tue May 08, 2012 8:11 pm

Looks great, although a developer friend of mine says
he seriosuly needs to get some normal maps in there yeesh
light masks etc for the walls
just looks like a cardboard box inside
Yep, those are plain models and textures from Mythic ... I'll try to convert few base textures to normal maps, though it's not perfect way to do those.
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Re: Something to drool over...

Postby Etaew » Tue May 08, 2012 8:16 pm

anyway, featuring your post on my blog, scheduled for tomorrow morning :p
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Re: Something to drool over...

Postby Etaew » Tue May 08, 2012 8:22 pm

p.s. i didn't know what you folks were talking about until he sent me this link. xD
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Re: Something to drool over...

Postby silakka » Tue May 08, 2012 8:23 pm

Ok, HUGE difference to look, specially with Parallax mapping .. even tho Mythic textures are not really meant for normal maps:)

[edit]
Test image, few normal textures added.
http://dl.dropbox.com/u/1402817/NormalTest.jpg
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Re: Something to drool over...

Postby Dinberg » Tue May 08, 2012 8:54 pm

It's alot better, but I think the lack of texture variation along with the conspicious texture seams at the interfaces is hurting it
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Re: Something to drool over...

Postby silakka » Tue May 08, 2012 9:22 pm

It's alot better, but I think the lack of texture variation along with the conspicious texture seams at the interfaces is hurting it
Actually I had wrong material import .. so everything did get too bright and dull by accident.
Now should be much more close "real" colors ...
http://dl.dropbox.com/u/1402817/NormalTest2.jpg
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Re: Something to drool over...

Postby Etaew » Tue May 08, 2012 9:54 pm

very nice
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Re: Something to drool over...

Postby Dinberg » Wed May 09, 2012 8:38 am

Nice - do you know what the cause of the banding artifact over the floorboards is?
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Re: Something to drool over...

Postby silakka » Wed May 09, 2012 12:20 pm

Nice - do you know what the cause of the banding artifact over the floorboards is?
I think it's from light sources as when global light level gets up then those disappear.

[edit]
It's related to light mapping and can be fixed by adding specific light volume around house
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Re: Something to drool over...

Postby silakka » Thu May 10, 2012 8:48 pm

Just added few sshots to http://mharjula.blogspot.com/
Nailed artifact issue with lights (actually from shadows) and almost all Cotswold area have now normal mapping textures in use .. sadly I don't have yet DX11 card to test tessellation :P
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Re: Something to drool over...

Postby Dinberg » Thu May 10, 2012 10:54 pm

What are you plans re tessellation? I've got a dx11 card, could run the prog and grab some screenies for you if you like.

Also, have you thought of using the higher texture/model resolution 'new towns' pack? The more recent daoc clients have some really very nice housing models
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Re: Something to drool over...

Postby silakka » Fri May 11, 2012 5:54 am

What are you plans re tessellation? I've got a dx11 card, could run the prog and grab some screenies for you if you like.
Basically I have all needed textures to get something like this out http://youtu.be/6KuNw8bjDwc?hd=1&t=57s
But I think I need to tune texture "heights" a bit to handle this correctly.
Also, have you thought of using the higher texture/model resolution 'new towns' pack? The more recent daoc clients have some really very nice housing models
Those are from new towns folder (like modes too), though I haven't update daoc client like last 6 months .. and even few 3d models are using low resolution version by default, even tho there is high resolution version stored in another location which I have been then swapping to CryEngine.
Oh and bump mapping is really showing how good or bad texture resolution really is :)
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