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Re: What are you working on? [Re: ratchet] #479818
04/27/20 21:36
04/27/20 21:36
Joined: May 2013
Posts: 107
N
NeoDumont Offline
Member
NeoDumont  Offline
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N

Joined: May 2013
Posts: 107
Ok, very nice to see that you folks still working with gamestudio and producing better and better results obviously !

After releasing my Corvitextu texture browser I am going to focus on finishing my other projects (I need to stay home, yes :-).

World editor: A texture/planning/heightmap infinite terrain creation tool with object placement for a 9 tile treadmill engine.
80% already done.

First release of a wmb lite-c 9 tile tradmill engine. 50% already done. Terrain engine may follow, if world edior is finished.

Recreation of my old lipsync tool.

Cutscene editor.

Finishing the 3D worlds I started.

And some other small tools

Best wishes !
Neodumont

---------------------------------------------------------------------------

Don't waste your time because time is the stuff live is made from ! (Benjamin Franklin)

Re: What are you working on? [Re: ratchet] #480638
06/22/20 11:51
06/22/20 11:51
Joined: Feb 2005
Posts: 36
Germany
Jerome8911 Offline
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Jerome8911  Offline
Newbie

Joined: Feb 2005
Posts: 36
Germany
Hi everyone,

as always I am working on my strategy game. The last few days I reworked the code for terrain transformation to fit the trenches into the terrain (as it is a game set during World War One trenches are a rather important art and gameplay asset)

So a lot of games (like Company of Heroes) adjust only the z-value of the terrain-mesh vertices so the trenches fit in. In order to make this technique look good you need a very dense terrain mesh (like Company of Heroes wink ). Since I did not want to make the terrain mesh super dense (for various reasons, mostly for an easier workflow) I used a different technique and modified not only the z-value but also the x- and y-value of terrain-mesh vertices that are close to the trench model.

[Linked Image]

I implemented this some time ago but the result was very unsatisfying. The texture is stretched close to trenches and gaps in the terrain mesh appear at various places (red circles):

[Linked Image]

I recently came back to this and reworked the code. It is still the full vector-field displacement technique but I added some code for borderline cases (the places where the gaps appeared) and additionaly recalculated the uv-mesh after the deformation. The code for recalculating the uv-mesh
Code
float level_extent = 2 * 11400;
ENTITY* terrain;
...

CONTACT* c;
int i = ent_status(terrain,0); // number of vertices 
double multiplier = 1 / (level_extent);

for (; i>0; i--)
{
	c = ent_getvertex(terrain,NULL,i);
	c.v.u1 = (c.v.x + level_extent * 0.5) * multiplier;
	c.v.v1 = 1 - (c.v.z + level_extent * 0.5) * multiplier;
	ent_setvertex(terrain,c,i);
}

It took me some time to figure this out because the documentation for ent_getvertex, ent_setvertex lacks some information. Especially on the various uv-mesh deformations.

But the reworked code makes the terrain look way more clean:

[Linked Image]

Still not perfect in every single aspect but I am really happy with the outcome. Next I want to improve the terrain shader. I still think the normal maps don't "stand out" enough and dynamic lights doesn't affect the terrain at all by now.

As always: Feedback is very welcomed, wether it is about the terrain or any other aspect of the game!

Best Regards

Last edited by Jerome8911; 06/22/20 15:11.

Want to know more about Tactics of World War One?
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Visit me on Indie DB

Re: What are you working on? [Re: ratchet] #480667
06/24/20 21:28
06/24/20 21:28
Joined: May 2013
Posts: 107
N
NeoDumont Offline
Member
NeoDumont  Offline
Member
N

Joined: May 2013
Posts: 107
Ok, here are 3 screenshots of the tools I am working on:

The first one shows the concept of my world editor tool : A 3 level bmp tile array developed for sketching, hightmapping and texture painting for large open worlds. Special feature seamless painting over borders of neighbourerd bmp tiles via half left and right tile parts (border is then right in the middle. Also features texture painting depending of the heightmap. i.e. painting a valley texture at the position where the heigthmap is 'low'= valley, and other textures where the heightmap is heigh. Quick changing of tile arrays with F1-F3. Hope the pic here is explainable.

[Linked Image]


[Linked Image]

[Linked Image]

Screen two and three show my new translated old Neomill7 endless tile world engine. It is now in Lite-C instead of c-script.
Tile treadmill engine (9 tiles) now uses 8192 quants tiles. Demo has absolutely border seamless terrain textures, I used Corvitextu to make the Terrain skin seamles as well as the detail skin. Terrain tile texture is 512x512 only but looks very good because of the detail skin, set to 128 pixels. Simple world editor script is included with selector for model to be created where the players pos. is ( will then be saved in a text file and used when the player reentries the tile he was on).
An Action ID selector is also included which determines the Action which shall be used with the created model or sprite.
The players facing will also be taken for the model or sprite, can be changed manually by editing the text .dat file in Notepad.


I will release a 3D Demo world in the next weeks when an optimised and tested new engine is ready.

Best wishes !

NeoDumont


Last edited by NeoDumont; 06/24/20 21:43.
Re: What are you working on? [Re: ratchet] #480807
07/14/20 23:06
07/14/20 23:06
Joined: May 2013
Posts: 107
N
NeoDumont Offline
Member
NeoDumont  Offline
Member
N

Joined: May 2013
Posts: 107
Ok, here are 4 more early screenshots from my lite-c open world desert treadmill scenario.
Loading/Unloading routines of hmps and MDLs now work very reliable. Borders of hmps are are not visible.

Desert size 10x10 Tiles. For testing.
Tile size 8192 quants.
Pics of big (Ayers rock like :-)) montain shows seamless positioning of 2 tiles which had been created with mirroring meshes.
By mirroring neighboured tiles you can create big mountains or deep valleys .

Model and Action selector from positionig script work well.

Note: this is a open world engine still in early development status. There is still a lot of stuff to be optimised.

My goal is an engine which offers an open world game engine for everybody with at least the graphical quality of morrowind.
And in lite-c for A8 Gamestudio.

I will publish a demo world in some weeks.


[Linked Image]
[Linked Image]
[Linked Image]
[Linked Image]


Best wishes !

NeoDumont

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