Aum111 ready

Posted By: George

Aum111 ready - 12/23/13 11:39

Dear friends,

A fresh magazine is ready and can be found here:

http://aum.conitec.net/aum111.zip

Have a great day.
George
Posted By: Superku

Re: Aum111 ready - 12/23/13 11:42

Nice, thanks!
Posted By: Iglarion

Re: Aum111 ready - 12/23/13 11:50

Thanks!
Posted By: painkiller

Re: Aum111 ready - 12/23/13 12:45

thanks George!
Posted By: rojart

Re: Aum111 ready - 12/23/13 13:06

You're the Best George, thanks again!
Posted By: sivan

Re: Aum111 ready - 12/23/13 13:35

thanks, and good to see that a new multiplayer template is coming!
Posted By: George

Re: Aum111 ready - 12/23/13 20:31

Thank you, guys! Yes, the multiplayer template was needed indeed!
Posted By: Tempelbauer

Re: Aum111 ready - 12/27/13 17:29

Thank you, George laugh
Posted By: djfeeler

Re: Aum111 ready - 12/28/13 04:19

Thanks you for this new aum ^^
Posted By: lemming

Re: Aum111 ready - 12/28/13 14:16

Thank you for the new aum!
It seems Ollivers terrain scripts came after press date. Because they were defenetely super hot at the forum.
Posted By: George

Re: Aum111 ready - 01/03/14 14:30

Thank you! I didn't see Olliver's terrain scripts. Do you have a link to them?
Posted By: Superku

Re: Aum111 ready - 01/03/14 20:38

They are here: http://www.opserver.de/ubb7/ubbthreads.php?ubb=postlist&Board=41&page=1
Posted By: sivan

Re: Aum111 ready - 01/03/14 20:45

you can find them in the lite-c contributions section in multiple threads. the description of their usage is: http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=434076&page=2

perlin noise heightmap: http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=433965#Post433965

voronoi heightmap: http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=433972#Post433972

perturbation filter: http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=433995#Post433995

thermal erosion: http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=434011#Post434011

hydraulic erosion: http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=434045#Post434045

the resulting height map is okay for height related auto texturing, but it is found to be better to apply blur at this stage.

slope map for cliff texturing: http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=434076#Post434076
Posted By: George

Re: Aum111 ready - 01/07/14 07:45

Thank you a lot, that is helpful!
Posted By: sivan

Re: Aum111 ready - 01/07/14 07:53

not at all! and some further ideas:

it is worthy to check the latest release of the now totally free Shade-C Evo package, and its bugfixed version made by oliver2s too!

Superku's new pathfinder seems to be also very interesting.

if I were you I would definitely deal with one of the last contest entries Peragro, which is a navmesh pathfinder plugin of Recast/Detour, which is today an industry standard and makes game AI development much easier.

I also posted some improvements of pssm shadows.
Posted By: Nems

Re: Aum111 ready - 01/07/14 20:18

Hi George, sent a contribution via Google drop box a couple months ago so if you didnt get it, could I ftp it up to Acknex Resources?
Posted By: George

Re: Aum111 ready - 01/08/14 14:50

Thank you, Sivan, those a great ideas!

Nems, are you sure it wasn't already posted to AU? I have uploaded all the contributions. Please email the link to george at acknex dot net if you don't see it on AU.
Posted By: Nems

Re: Aum111 ready - 01/17/14 09:07

HAh!, must be my browser not updating the pages, cheers Geroge.
Posted By: George

Re: Aum111 ready - 01/17/14 15:12

OK. It's good to hear that everything works fine now.
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