Something to drool over...

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Re: Something to drool over...

Postby Dinberg » Fri May 11, 2012 8:58 am

Yeah I think the textures on the new models are significantly higher resolution and just plain nicer :D
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Re: Something to drool over...

Postby Horizon » Sat May 12, 2012 8:48 am

Each time i see these pictures , i cry .....
Thanks and again thanks for this !
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Re: Something to drool over...

Postby silakka » Sat May 12, 2012 8:52 am

Ephemeral wrote:Psh I'm a java monkey should let me take a peek :D


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 here :P
http://code.google.com/p/daoc-mpk-loader/

Conversion code is still in bad shape, which I need to reconstruct and do heavy cleanup before adding to version control :)
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Re: Something to drool over...

Postby silakka » Sat May 12, 2012 12:39 pm

Added few new sshots from Mid keep in Thid, using same setup as in Cotswold and added torches :)
http://mharjula.blogspot.com/
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Re: Something to drool over...

Postby baradien » Sat May 12, 2012 2:12 pm

the colors reminds me of witcher 2 :)


but nice one ^^
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Re: Something to drool over...

Postby Dinberg » Sat May 12, 2012 11:53 pm

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 :D

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?
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Re: Something to drool over...

Postby silakka » Sun May 13, 2012 7:07 am

Dinberg wrote: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 :D

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.

Dinberg wrote: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?

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.)
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Re: Something to drool over...

Postby Dinberg » Sun May 13, 2012 8:40 am

silakka wrote: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.


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?)

I can't express how impressive the work is so far, keep it up!
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Re: Something to drool over...

Postby Graveen » Sun May 13, 2012 9:02 am

No open-gl compliant mode in CryEngine ? (perhaps it can be done through a Dx -> OGL wrapper ? remember the first N64 emu - end 90's - got one, and i guess PcSX2 is using a similar trick)
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Re: Something to drool over...

Postby Ephemeral » Sun May 13, 2012 3:48 pm

Mercurial? WHAT IS THIS MADNESS.
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Re: Something to drool over...

Postby silakka » Sun May 13, 2012 10:46 pm

Dinberg wrote: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?)


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 lurikeen :P
Anyway, I'm back in coding side and currently trying to get NifSkope to export collada format as current "obj" export losing some textures, but let's see how this goes :)
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Re: Something to drool over...

Postby silakka » Mon May 14, 2012 5:54 am

Ephemeral wrote:Mercurial? WHAT IS THIS MADNESS.


I'm using them all :P (in eclipse) .. tho I'm more familiar with hg than git (like building hooks, etc)
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Re: Something to drool over...

Postby silakka » Sun Jun 17, 2012 12:29 pm

Update java mpak loader library a bit (http://code.google.com/p/daoc-mpk-loader/) .. now basic junit testing added, which also includes basic speed testing :)

"4460 files loaded from zones, total size: 56,9 MB, time: 0.943159946, uncompressing speed: 60,3 MB/sec"
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Re: Something to drool over...

Postby Graveen » Sun Jun 17, 2012 1:20 pm

Thank you ! this is a nice thing :) if you are interested we host it under the dol banner, feel free to tell me, i'll open SVN to your SF account :)
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Re: Something to drool over...

Postby silakka » Sun Jun 17, 2012 1:30 pm

mharj is username in SF ... now I need to refresh my memory how to use SVN :)
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