Models by MaNGusT (AR)
Re: Models by MaNGusT (AR)
This would be extremely easy to add in the shader, but unfortunately half of the graphics don't use them
But yeah, almost forgot about this. Consider this a feature request
But yeah, almost forgot about this. Consider this a feature request
-insert deep philosophical statement here-
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Re: Models by MaNGusT (AR)
IIRC either it wasn't ported to OpenGL at all, or it didn't work properly with something in the (crappy) way we do the OpenGL rendering.MaNGusT wrote:btw... Who? and why? removed yellow sandy mist from the game?
We want information... information... information.
Re: Models by MaNGusT (AR)
There is fog removal thread viewtopic.php?f=6&t=8521&start=15#p88937
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Re: Models by MaNGusT (AR)
Isn't that about the fog of war ("how do we show (un)explored stuff"), not the (purely graphical) distance fog ("how does stuff look when it's farther away")? Edit: Hm, ok, looks like those were mixed together previously. There could probably be a purely graphical "distance fog" option as well.i-NoD wrote:There is fog removal thread viewtopic.php?f=6&t=8521&start=15#p88937
We want information... information... information.
Re: Models by MaNGusT (AR)
This thread was about mist and fog of war on unexplored areas and combining them.i-NoD wrote:There is fog removal thread viewtopic.php?f=6&t=8521&start=15#p88937
http://commons.wikimedia.org/wiki/File: ... -_base.jpg there we see that sandy mist exists even on clearly explored areas.
While the current mixed mode of mist and fog of war is a good choice for the gameplay and balance stuff, the old sandy mist is just a graphical feature and exist on all(explored,unexplored and visible) areas.
Re: Models by MaNGusT (AR)
I thought the 'sandy mist' was the mist which was at the edges of the player's view of the map, so that the view doesn't cut off suddenly and instead blends into the mist. In and around 1.x, the viewable area of the map (max zoom out) was so tiny that I think the fog itself could be seen on the screen, even when looking downwards, as you can see in that image. The max view distance these days is monstrous in comparison to 1.x.
It also looks like it was a lot softer in 1.x, so it could be a combination of both.
It also looks like it was a lot softer in 1.x, so it could be a combination of both.
"...If pure awesomeness were bricks, this would be the Great Wall of China...
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
Re: Models by MaNGusT (AR)
Scavenger 80 lvl
Re: Models by MaNGusT (AR)
ROFL haha nice
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System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
Re: Models by MaNGusT (AR)
Scavenger medium cannon halftracks
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Re: Models by MaNGusT (AR)
deleted.
Re: Models by MaNGusT (AR)
Found the old tests of terrain normal mapping..
Re: Models by MaNGusT (AR)
Yellow ground looks good, concrete tiles shouldn't look that bumpy imo
-insert deep philosophical statement here-
Re: Models by MaNGusT (AR)
it was just test.Jorzi wrote:Yellow ground looks good, concrete tiles shouldn't look that bumpy imo
As far as I remember, in game it looked same as in 3ds max but there was some impact on performance that I-Nod was too lazy to fix, so he delayed the work on it.
I still have those tangent normal maps.
Anyway, I think it doesn't matter now.
Re: Models by MaNGusT (AR)
I want to ask devs about one thing.. Will you integrate, fix and improve I-Nod's code of normal mapping support into the new releases? or just leave it for nothing?
Re: Models by MaNGusT (AR)
Where is it located at ?MaNGusT wrote:I want to ask devs about one thing.. Will you integrate, fix and improve I-Nod's code of normal mapping support into the new releases? or just leave it for nothing?
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