I did put mpak loader to google code .. if like to enhance/extend just send me PM with google email and I'll add commit access, or just spam fixes herePsh I'm a java monkey should let me take a peek
Terrain sets this scale, and if I put 2x size .. then it looks just too big, like 1H sword is size of (normal cryengine) player.They look better and better each time! I would say the detail objects make the scale of the castle look small - kind of like a toy castle
Actually there is many options related to displacement mapping (I think 3-4 now), though I haven't check which is used for terrain texture as this works nicely in DX9 mode.(CryEngine 3 SDK only have DX9 and DX11 modes.)Is that tessellation you managed to get working on the terrain or does cryengine 3 incorporate non-tessellation displacement mapped terrain for pre-dx 11 cards?
Is this due to blowing up the heightmap to a greater size increases the size of flats/spacing between vertices? If so, you could apply a gaussian blur filter after upscaling the image to create a more convincing look (although its probably a bit lossy, maybe lerp between values of the original bitmap according to position?)Terrain sets this scale, and if I put 2x size .. then it looks just too big, like 1H sword is size of (normal cryengine) player.
1.5x scale is much closer to DAoC, but I can't create heightmap easily for this.
Height map is always x2 sizes (default daoc is 256x256) ... anyway, just did bit more testing 2x scale and it's not too bad .. just feels like small lurikeenIs this due to blowing up the heightmap to a greater size increases the size of flats/spacing between vertices? If so, you could apply a gaussian blur filter after upscaling the image to create a more convincing look (although its probably a bit lossy, maybe lerp between values of the original bitmap according to position?)
I'm using them all (in eclipse) .. tho I'm more familiar with hg than git (like building hooks, etc)Mercurial? WHAT IS THIS MADNESS.
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