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Re: Models by MaNGusT (AR)

Posted: 14 Mar 2012, 08:23
by Jorzi
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 ;)

Re: Models by MaNGusT (AR)

Posted: 14 Mar 2012, 14:21
by cybersphinx
MaNGusT wrote:btw... Who? and why? removed yellow sandy mist from the game?
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.

Re: Models by MaNGusT (AR)

Posted: 14 Mar 2012, 15:06
by i-NoD
There is fog removal thread viewtopic.php?f=6&t=8521&start=15#p88937

Re: Models by MaNGusT (AR)

Posted: 14 Mar 2012, 15:17
by cybersphinx
i-NoD wrote:There is fog removal thread viewtopic.php?f=6&t=8521&start=15#p88937
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.

Re: Models by MaNGusT (AR)

Posted: 14 Mar 2012, 17:54
by MaNGusT
i-NoD wrote:There is fog removal thread viewtopic.php?f=6&t=8521&start=15#p88937
This thread was about mist and fog of war on unexplored areas and combining them.

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)

Posted: 14 Mar 2012, 18:24
by Mysteryem
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.
Image

Re: Models by MaNGusT (AR)

Posted: 19 Apr 2012, 07:41
by MaNGusT
Scavenger 80 lvl
Image

Re: Models by MaNGusT (AR)

Posted: 20 Apr 2012, 15:37
by macuser
ROFL haha nice ;)

Re: Models by MaNGusT (AR)

Posted: 21 Apr 2012, 14:45
by Jorzi
Scavenger medium cannon halftracks :P

Re: Models by MaNGusT (AR)

Posted: 20 Aug 2012, 12:47
by MaNGusT
deleted.

Re: Models by MaNGusT (AR)

Posted: 28 Aug 2012, 22:29
by MaNGusT
Found the old tests of terrain normal mapping.. :)
2.jpg
3.jpg

Re: Models by MaNGusT (AR)

Posted: 29 Aug 2012, 21:54
by Jorzi
Yellow ground looks good, concrete tiles shouldn't look that bumpy imo ;)

Re: Models by MaNGusT (AR)

Posted: 30 Aug 2012, 07:47
by MaNGusT
Jorzi wrote:Yellow ground looks good, concrete tiles shouldn't look that bumpy imo ;)
it was just test. :-)
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. :P
Anyway, I think it doesn't matter now.

Re: Models by MaNGusT (AR)

Posted: 01 Sep 2012, 22:17
by MaNGusT
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)

Posted: 02 Sep 2012, 02:41
by Staff
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?
Where is it located at ?