Futuza Posted December 10, 2016 Share Posted December 10, 2016 So Crysis and Skyrim now? Need a desert landscape next. eg: Smoo and Ramikad like this Link to comment
Ramikad Posted December 10, 2016 Share Posted December 10, 2016 So Crysis and Skyrim now? Need a desert landscape next. eg: Yeah, good idea, so somebody can obtain permission to use the full Tamriel heightmap and region-gen it for Jedi Academy Smoo likes this Link to comment
UniqueOne Posted December 13, 2016 Author Share Posted December 13, 2016 So Crysis and Skyrim now? Need a desert landscape next. eg: I want to do a desert map, but I need tatooine models. Small buildings, etc. To do something like the video I would probably also need new rock models. Link to comment
DT85 Posted December 13, 2016 Share Posted December 13, 2016 Here's a few screenshots of a new climate type that I am working on. Just in time for christmas You got weather working on rend2? Link to comment
Archangel35757 Posted December 13, 2016 Share Posted December 13, 2016 I want to do a desert map, but I need tatooine models. Small buildings, etc. To do something like the video I would probably also need new rock models.Use these... free to use, just give credit. http://www.scifi3d.com/list.asp?intGenreID=10&intCatID=15 Link to comment
Stoiss Posted December 13, 2016 Share Posted December 13, 2016 would be nice @@Archangel35757 but they are to high poly from what i could understand from Uniq Link to comment
Ramikad Posted December 13, 2016 Share Posted December 13, 2016 They could be imported in Blender and quickly decimated, provided that the UVmaps don't get destroyed. Link to comment
Archangel35757 Posted December 13, 2016 Share Posted December 13, 2016 they are available in various formats... load them in a 3D program and add an optimize modifier (GMax or 3dsMax) to reduce poly count, or Blender, etc.-- then re-export. Link to comment
Stoiss Posted December 14, 2016 Share Posted December 14, 2016 i know that but its not like im a all skilled man for all this sort of stuff and nether is Uniq. maybe some day who knows but is a nice site, with a few good things in it Link to comment
UniqueOne Posted December 14, 2016 Author Share Posted December 14, 2016 *sigh* WTB: Modelers. Mappers. Texture Artists. OpenGL experts. HTML/JS experts. Smoo and Stoiss like this Link to comment
UniqueOne Posted February 7, 2017 Author Share Posted February 7, 2017 https://www.youtube.com/watch?v=gP3JPbPxjGw ent, Mand'alor, SomaZ and 5 others like this Link to comment
z3filus Posted February 8, 2017 Share Posted February 8, 2017 Can't wait to explore the new world. Link to comment
Archangel35757 Posted February 9, 2017 Share Posted February 9, 2017 great work... now record one of you swan diving off the cliff edge into the water below-- use the shark npc! Link to comment
Archangel35757 Posted February 23, 2017 Share Posted February 23, 2017 @@UniqueOne - Kasper A. Andersen and Christian Bay:A survey of algorithms for construction of optimal Heterogeneous Bounding Volume Hierarchies. 2006In this paper we describe algorithms for automatic object hierarchy construction. We develop and evaluate a Branch and Bound algorithm. The algorithm is controlled by a heuristic- and cost function. The hierarchy data structure built by the algorithm is the Approximating Hybrid Bounding Volume Hierarchy. It has nodes with varying branching factors, multiple bounding geometry types and approximating geometries in the leaf nodes. Maybe that could be helpful for your automatic collision bounding volumes? Link to comment
UniqueOne Posted February 23, 2017 Author Share Posted February 23, 2017 @@UniqueOne - Kasper A. Andersen and Christian Bay:A survey of algorithms for construction of optimal Heterogeneous Bounding Volume Hierarchies. 2006 In this paper we describe algorithms for automatic object hierarchy construction. We develop and evaluate a Branch and Bound algorithm. The algorithm is controlled by a heuristic- and cost function. The hierarchy data structure built by the algorithm is the Approximating Hybrid Bounding Volume Hierarchy. It has nodes with varying branching factors, multiple bounding geometry types and approximating geometries in the leaf nodes. Maybe that could be helpful for your automatic collision bounding volumes? Looks like exactly what is needed. If I am able to make it work or not, is another story hehe. Link to comment
Exmirai Posted February 23, 2017 Share Posted February 23, 2017 @@UniqueOne that could be useful to poke with physical engine ( like physX or bullet physics ). Also..what about physical engine? Link to comment
Archangel35757 Posted February 23, 2017 Share Posted February 23, 2017 @@UniqueOne - You might like this one too... Kasper A. Andersen and Christian Bay:Effects for a Game Engine. 2006 http://image.diku.dk/projects/media/christian.bay.kasper.andersen.06.pdf Our approach introduces an infinitely large landscape with constant framerate and no stalls at runtime. With more computational power, more resources will be used for dynamic lightning, and natural effects like water. We present simple and fast shader approaches for both of these effects Link to comment
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