Wijitmaker, on 15 June 2012 - 01:05 AM, said:
Post-processing effects test (SSAO/HDR/Bloom)
#221
Posted 15 June 2012 - 05:46 PM
#222
Posted 16 June 2012 - 06:58 AM
Wildfire Games Programmer, AI developer, auxiliary map designer, dealing with anything water.
Contact me: wraitii@wildfiregames.com
Also the world's only three-dimensional poodle.
#223
Posted 16 June 2012 - 07:32 AM
Wildfire Games Art Department
Contact me: amish13@gmail.com
AIM handle: Mythgamer
MSN Account: amish13@live.com
"The fate of 0 AD is in the hands of those who have vision and perseverance." - Ken Wood
#224
Posted 16 June 2012 - 08:06 AM
Wildfire Games Programmer, AI developer, auxiliary map designer, dealing with anything water.
Contact me: wraitii@wildfiregames.com
Also the world's only three-dimensional poodle.
#225
Posted 16 June 2012 - 11:58 AM
I hope all of this makes it into the SVN soon.
And it hurts my eyes not seeing the 0 AD development team banner on his profile
0 A.D. Community Liaison
Contact email: plumo@wildfiregames.com
#226
Posted 16 June 2012 - 03:41 PM
Erik Johansson [ aka feneur ]
Wildfire Games
Contact me: feneur@wildfiregames.com
Support Wildfire Games!
#227
Posted 16 June 2012 - 05:35 PM
Shield Bearer, on 16 June 2012 - 07:32 AM, said:
wraitii, on 16 June 2012 - 08:06 AM, said:
plumo, on 16 June 2012 - 11:58 AM, said:
#228
Posted 16 June 2012 - 10:52 PM
I LOVE YOU MAN!
Seriously! This is amazing! You know, bump, spec and AO maps are almost a MUST in today's AAA engines and games, and you making it happen in 0.a.d., and Open-Source... It just blows my mind away.
Thank you from the bottom of my heart!
Wildfire Games 3d Artist
Contact me: daniel[at]wildfiregames.com
Vote for 0 A.D. in the 2012 Indie of the Year awards!


Visit Revora Creative Network! : )
#229
Posted 17 June 2012 - 02:56 AM
Gen.Kenobi, on 16 June 2012 - 10:52 PM, said:
Now trying to get the mapping stuff cleaned up. Here's a peek (NB: automatically generated normal/height maps are pretty bad, but hopefully you get an idea about what's possible).

Edit: I know about the seam. I must have broken something while cleaning up the normal mapping. Will look into it.
Edit2: Never mind. I win the stupid mistake prize.
Edited by myconid, 17 June 2012 - 03:24 AM.
#230
Posted 17 June 2012 - 07:25 PM
Testing specularity now. Here are a couple more pics: The first one uses greyscale specularity to model the marble, the second uses colour specularity to model the metallic parts on the columns. They look better in motion...

#232
Posted 17 June 2012 - 07:46 PM
Wildfire Games 3d Artist
Contact me: daniel[at]wildfiregames.com
Vote for 0 A.D. in the 2012 Indie of the Year awards!


Visit Revora Creative Network! : )
#233
Posted 18 June 2012 - 12:51 AM
#234
Posted 18 June 2012 - 12:52 AM
zoot, on 18 June 2012 - 12:51 AM, said:
At the moment, we want to review patches for http://trac.wildfire...com/ticket/1493 and http://trac.wildfire...com/ticket/1497 which I believe are prerequisites for some of the enhancements.
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#235
#236
Posted 18 June 2012 - 01:25 AM
historic_bruno, on 18 June 2012 - 12:52 AM, said:
At the moment, we want to review patches for http://trac.wildfire...com/ticket/1493 and http://trac.wildfire...com/ticket/1497 which I believe are prerequisites for some of the enhancements.
Edited by myconid, 18 June 2012 - 01:27 AM.
#237
Posted 19 June 2012 - 02:29 AM
The attached archive contains the "final" patch/files for all the above. It's here and not on Trac because of Trac's 512k size limit.
I decided to generate the diff manually, to avoid including the two other patches in this one. While they are not explicitly included, they are still prerequisites.
The instructions to patch everything are a bit longish, and maybe it would have been easier if I wrote a script for it, but it's a one-off thing so I couldn't be arsed. Here goes:
Quote
2) cd to the 0ad/ directory
First we apply #1493 and #1497.
3) patch -p0 -i $patdir/cpp/dependencies/multicoord.diff
4) patch -p0 -i $patdir/cpp/dependencies/multitexture2.diff
5) copy UPDATEACTORS.sh into your 0ad/binaries/data/mods/public/art/actors directory and run it from there.
Then we apply the new patch.
6) patch -p0 -i $patdir/cpp/modelmapping.diff
7) Copy $patdir/cpp/graphics and $patdir/cpp/renderer into the 0ad source directory to merge the new files in the right directories.
Then we copy over the new shaders.
8) Copy $patdir/glsl into 0ad/binaries/data/mods/public/shaders/glsl, replacing the old files.
And finally, the config file.
9) Copy $patdir/config/default.cfg to 0ad/binaries/data/config, replacing the old file.
Update workspaces and compile. Here you need to run the game to copy over the config. If everything goes correctly, the game should run and nothing should look different than usual.
To start using the new features, go into your local.cfg file and set preferglsl and gentangents to true. (At the end of the file you'll also notice a materialmgr.quality setting. The version of the material that is loaded depends on the materialmgr.quality setting in the config (which is out of 10, float). For instance, parallax is only enabled if the config setting is >= 8. If it's smaller, the material redirects to a simpler version of itself that only contains normal mapping, which redirects to the completely basic material if the quality setting is not >= 3).
The archive contains a "demo" folder, which has some test files you can try. Copy the $patdir/demo/art directory over the game's 0ad/binaries/data/mods/public/art directory and merge them.
This will add a new model called "mars_temple2", found under "Actors (All)" in Atlas.
That's pretty much it. Good luck
Attached Files
#238
Posted 19 June 2012 - 02:39 AM
% ./UPDATEACTORS.sh sed: 1: "./campaigns/flora/trees ...": invalid command code . sed: 1: "./campaigns/flora/trees ...": invalid command code .Probably because I'm on a Mac?
Kieran P [ aka k776 ]
Wildfire Games Open Source Development Manager
Contact me: kieran@wildfiregames.com
#239
Posted 19 June 2012 - 02:44 AM
k776, on 19 June 2012 - 02:39 AM, said:
% ./UPDATEACTORS.sh sed: 1: "./campaigns/flora/trees ...": invalid command code . sed: 1: "./campaigns/flora/trees ...": invalid command code .Probably because I'm on a Mac?
Attached Files
#240
Posted 19 June 2012 - 02:50 AM
Kieran P [ aka k776 ]
Wildfire Games Open Source Development Manager
Contact me: kieran@wildfiregames.com
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