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Re: Random WIP 2014+

Posted: 14 Nov 2014, 19:03
by FLOZi
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Strv m/41 II

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SAV m/43

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Strv m/42

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BBV m/42

Re: Random WIP 2014+

Posted: 20 Nov 2014, 12:19
by Anarchid
I'm trying to write a volumetric shader for a map.

It has issues.

Image

I'm using this thread as a failblog it seems. First AI failures, now this.

Re: Random WIP 2014+

Posted: 20 Nov 2014, 18:45
by PicassoCT
The ghost of shodan is haunting you. You must sacrifice a chicken at twelfe on the server of the bloody Dark Horse Samedi :)

Also if we do not talk about FLOZis awesome Killing spree above our heads - he might take it back, and post it one picture at a time ;)

Re: Random WIP 2014+

Posted: 20 Nov 2014, 19:19
by FLOZi
Really all credit goes to yuri for the models and textures, I just did some post processing.

Re: Random WIP 2014+

Posted: 24 Nov 2014, 12:27
by Anarchid
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Now just to find a cheap way to generate a non-debug volume texture :P

Re: Random WIP 2014+

Posted: 05 Dec 2014, 13:54
by Anarchid
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getting there....

Re: Random WIP 2014+

Posted: 05 Dec 2014, 16:54
by smoth
cool, get it to be tintable and move slowly and I would add that to my mesa desert map. I love shit like this. I rather like spottiness of it.

Re: Random WIP 2014+

Posted: 06 Dec 2014, 13:38
by scifi
thats some shader love right there,

Re: Random WIP 2014+

Posted: 06 Dec 2014, 15:17
by knorke
As follow-up to previous page, applying texture when drawing feature.
Actually is really simple and wiki is correct:

Code: Select all

gl.Texture(0,"$units1")	--this works for 3do
gl.Texture(0,"%" .. -drawDefID .. ":0") --this works for s3o. note NEGATIVE!
Not sure why it did not work before, maybe had been confused by the negative thing, at some point it had been game.maxUnits+featurededID but then got changed: https://github.com/spring/spring/commit ... 46da70e19a

So something like this works in spring 98 to draw both s3o and 3do features:
(does ofc not draw anything on features without model (like engine trees), maybe save the string instead of generating it each drawframe etc blabla)

Code: Select all

function widget:DrawWorld()
...
gl.Texture (0, featureTexture (drawDefID))
...
gl.FeatureShape(drawDefID,1)
..
end

function featureTexture (featureDefID)
	local modelname = FeatureDefs[featureDefID].modelname
	if (string.sub (modelname, -3) =="s3o") then --last 3 letters: either "s3o" or "3do"
		return "%" .. -featureDefID .. ":0"
	else
		return "$units1"
	end
end

Re: Random WIP 2014+

Posted: 07 Dec 2014, 01:01
by Anarchid
get it to be tintable and move slowly
It's semi-tintable already (highlights are based on map ground specular lighting color), and it scrolls with wind (looks extra cool with windmills in games that use windmills).

Going to make its diffuse color also tintable (as a separate setting) and make scale configurable, but there's a riviting flaw with the (vastly cheaper) version of noise that works by sampling a "random" texture. Namely, for coordinates, the X of which is an integer multiple of noiseScale, the function mapClouds returns values too close to zero for comfort (that is, for lighting to not fuckup the scene). And i'm having issues figuring this out. >.<

Might have to just use (expensive) fully procedural noise :(

P.S. the pic, showing both lighting and void slices.
Image

Re: Random WIP 2014+

Posted: 07 Dec 2014, 10:25
by PicassoCT
I for once welcome our new fog of war - battledust and smokepillar overlords

Re: Random WIP 2014+

Posted: 07 Dec 2014, 14:33
by scifi
Yeah it looks interesting, besides im interested to see how much fps does that shader consume.

I guess i havent posted random 3d models in some time, heres one more.
Image

Re: Random WIP 2014+

Posted: 07 Dec 2014, 15:01
by smoth
Love it!

Re: Random WIP 2014+

Posted: 08 Dec 2014, 08:58
by PicassoCT
scifi wrote:Yeah it looks interesting, besides im interested to see how much fps does that shader consume.

I guess i havent posted random 3d models in some time, heres one more.
Image
Its great.. though clearly created under the Influence of PA_Narcotics :)

The shadder of anarchid should not eat frames? Shadders are massive parallel calced on the gfx card, every frame, thus frames should be the same?

Re: Random WIP 2014+

Posted: 13 Dec 2014, 01:52
by scifi
PicassoCT wrote:
scifi wrote:Yeah it looks interesting, besides im interested to see how much fps does that shader consume.

I guess i havent posted random 3d models in some time, heres one more.
Image
Its great.. though clearly created under the Influence of PA_Narcotics :)

The shadder of anarchid should not eat frames? Shadders are massive parallel calced on the gfx card, every frame, thus frames should be the same?
hahahaah yeah narcotics have a strong effect. :mrgreen:

About framerates, from what i know as a newcomer to computer graphics, yes of course it impacts framerate now everything that forces the GPU to work harder will consume more framerate.

Like you have a GPU vertex shader to process every vertex on a scene and a fragment shader to process and assign the color of each pixel, every single thing that works between these two or after will envolve an alteration of color on the framebuffer(which is your game`s window).

Even post processing effects which means effects that happen after the normal rendering pipeline of the game envolve consuming frames even if its a completly different engine processing and rendering those things you would have to eventualy merge the result from the regular game and the effect you want to place on top of it.

But then again i consider a frame to be the full result of what you want to render.

Re: Random WIP 2014+

Posted: 13 Dec 2014, 18:56
by smoth
spring is using one arm tied behind it's back if you do not leverage the user's GPU.

Re: Random WIP 2014+

Posted: 13 Dec 2014, 19:25
by knorke
Image

Re: Random WIP 2014+

Posted: 14 Dec 2014, 19:30
by PicassoCT
NO.. its perfect.. pure as it is.. not another futuristic knights armour thrice the scale.. it

Re: Random WIP 2014+

Posted: 18 Dec 2014, 12:14
by Pressure Line
Anarchid wrote:Namely, for coordinates, the X of which is an integer multiple of noiseScale, the function mapClouds returns values too close to zero for comfort (that is, for lighting to not fuckup the scene). And i'm having issues figuring this out. >.<

Might have to just use (expensive) fully procedural noise :(
Can't you just use a MAX operator? Just have it return the result of mapClouds or 0.1 (or whatever is the lowest 'good' value) ??

Re: Random WIP 2014+

Posted: 18 Dec 2014, 12:29
by Anarchid
Can't you just use a MAX operator? Just have it return the result of mapClouds or 0.1 (or whatever is the lowest 'good' value) ??
That's been fixed ;)

Simply giving it a minimum value would still leave the void visible to humans' quite potent pattern recognition though; the solution lied elsewhere.

(namely, my lookup texture was subtly wrong)