Weird Nvidia problem?
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Weird Nvidia problem?
So, I just got a 6600 GT, and when I run Spring with shadows, all the units get this shiney black look to them.
Interestingly enough, the same thing happens on my FX5200 on my other computer.
And yes, I have the latest drivers.
Interestingly enough, the same thing happens on my FX5200 on my other computer.
And yes, I have the latest drivers.
Gradient Shading
Given that shadows are causing problems for so many (I can't use them either), can I suggest that we at least support "gradient shading" for terrain (i.e shading relative to the angle the light hits the land)?
When I say "gradient shading", I'm talking about illuminating the terrain in proportion to the angle that the sunlight hits it. This is a very striking effect and gives you an excellent sense of 3D. In particular I think it would make craters and bumps in terrain a lot more obivious - at the moment you can see them if you're in Total War mode, looking across the top of them, but not if you're in ordinary TA view mode looking down on them.
I notice that during startup there is a "surface normals" phase, which is what you need in order to calculate the level of illumination, though I see no shading in game, so wonder if it does anything? Assuming it does, I also notice that it goes by in the blink of an eye, so I figured it could be rerun at intervals, to reshade the terrain (kinda like the LOS map).
It's not perfect, but hopefully it's better than no shading at all, and if terrain surface normals are already being calculated, should be fairly easy to implement.
Cheers
Munch
When I say "gradient shading", I'm talking about illuminating the terrain in proportion to the angle that the sunlight hits it. This is a very striking effect and gives you an excellent sense of 3D. In particular I think it would make craters and bumps in terrain a lot more obivious - at the moment you can see them if you're in Total War mode, looking across the top of them, but not if you're in ordinary TA view mode looking down on them.
I notice that during startup there is a "surface normals" phase, which is what you need in order to calculate the level of illumination, though I see no shading in game, so wonder if it does anything? Assuming it does, I also notice that it goes by in the blink of an eye, so I figured it could be rerun at intervals, to reshade the terrain (kinda like the LOS map).
It's not perfect, but hopefully it's better than no shading at all, and if terrain surface normals are already being calculated, should be fairly easy to implement.
Cheers
Munch
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- Posts: 201
- Joined: 30 Apr 2005, 01:06
Graphics card
LOL I don't even have a graphics card - my graphics are "on-board". However, these sorts of things work fine in most games....SJ wrote:That sort of shading is alrady in... If you dont have a graphic card that only handles two textures then you will have to live with terrain looking crappy.
I'm guessing from what you've said that you're adding the shading in dynamically? Obviously you have to do this with unit shadows because they're moving all the time, but the actual terrain is pretty static. Why not composite the original terrain texture with the shading needed to make it look right (at the start and then each time the terrain gets changed)? That way you only need to draw it once, instead of doing it in two layers.
Just a thought.
Munch
PS I notice that the minimap already has this!
So! I turned on High Res Clouds, and what happens?
http://img.photobucket.com/albums/v722/ ... reen14.jpg
I magically get high poly units?
No!
Shadows!
Hurray!
Might want to fix that, also, could we get the health bars to hide too upon the mightyness of F5.
http://img.photobucket.com/albums/v722/ ... reen14.jpg
I magically get high poly units?
No!
Shadows!
Hurray!
Might want to fix that, also, could we get the health bars to hide too upon the mightyness of F5.