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UniqueOne

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Everything posted by UniqueOne

  1. The terrains are generated outside of wzmap and saved to a .map file. wzmap then finds cliffs to attach geometry to.
  2. Been working on a new system for WzMap to add detailed procedural models for cliff faces on terrain. This system does not need warzone ingame genfoliage system to find locations to place objects. I will add a similar system for the trees system soon.
  3. A few pics of the new tropical climate type I've been working on.
  4. Xycaleth has been offered everything in warzone if he wants it.
  5. Boba waiting for the ambush with depth of field enabled... because why not...
  6. That's why I suggest using image maps for static info like the climates across the length of the universe. Use random to get terrain info and where planets are located, use image lookups for the rest. I suggest this mostly because it takes a lot of the work out of getting things working. It could be replaced or overridden by static images at any place too I guess. In essence it creates the generic clutter of stuff in the universe and you throw whatever you choose on top of it. I expect vis and collision to be the hard parts. Maybe both could be done using heightmaps generated on the fly combined with object bounds for the models placed? heightmaps wouldn't work well from above (occlusion culling required?), but on the ground they could be used to quickly cull a lot of terrain stuff I would think.
  7. Man this really is the dream. Star Wars the way it should be. I have a few thoughts that might make this a little easier, but i'll talk to you on irc next time your there. I use a simple random generator for my grass system that given the same coordinates as seed will give back the same random values each time. Might be easier to do the whole universe using these random numbers based on the coordinates. You could use something like a universe map image to specify "climates" across the universe. I'm not sure how one would fit old maps into this system though. Maybe using pre-allocated locations.
  8. Was thinking about it. To make use of the model stuff in wzmap you would need to also import code from warzone mod into your sof mod. Wzmap uses the output from a game command I added to the mod to select where to place objects. For vis issue. Try doing vis again. I have a feeling there is still an issue in vis though. Not sure if it's some change from bloodmap. You might want to join our irc channel (see my signature) rather then chatting here
  9. May have found your crash problem, although it would only happen if there are no draw surfaces on a model entity... Anyway, will post an updated version that should I hope bypass the crash in the first thread shortly. EDIT: New updated link posted.
  10. I guess I could compile it with threading disabled for that section. Will need to wait though, i'm compiling a map at the moment, so I cant compile the exe.
  11. Full new upload in the first post. Also put a few checks into the code you crashed on. Hopefully it will help.
  12. You need to download the main wzmap file on the first page and then extract the last version over it.
  13. I think it should work as it is now. You might be limited on how much of the procedural geometry you can add.
  14. Here you go. Try this version. Seems to be working for me. DOWNLOAD HERE Sorry about the mega.nz link, jkhub uploader(s) seem(s) to be broken. EDIT: New full upload on first post in the thread because of jkhub file issue.
  15. Working on another new forest type.
  16. Water is part of the warzone engine code.
  17. Recent updates to water and water lighting.
  18. Try this update. I set MAX_MAP_LIGHTGRID to the jka default. wzmap-basejka-lightgrid.zip Not sure it will have any effect on the missing shaders. Think I need more info to track that down.
  19. I see. I will look into it when I get some time. Think I know what the light grid issue is. I might need to compile a version of wzmap with original lightmap size for basejka. Missing textures is a bit odd though. Anything special about them or their shaders?
  20. Unfortunately even sun shadows in rend2 are horrible for FPS, specially on anything more complex then a standard map. I usually have them turned off unless I get the urge to see how things look with real shadows. I have optimized the sun shadows code in warzone for speed, but its still takes around 1/4 of your FPS away (depending on lots of stuff like CPU load, GPU load, GPU and CPU power, etc - for me on this map its about 50-60fps without shadows and about 30ish with them) with all the extra geometry from trees, foliage, etc. It would be easy enough to add shadows for other lights (in fact I already did most of it), but sadly, the results would be pretty much unplayable. Maybe if I can find some more ways to speed up FPS (I try to keep as close to 60fps as possible on my oldish hardware - nvidia 760), then we can invest the gains into the shadows. The shadows you see in the screenshots are not actually sun shadows, they are a screen-space-shadow/ssao-ish shader I added as an alternative to real shadows for now.
  21. Not too sure how much is possible. It's been a while since I used it, but from memory it only can't do the shaders, right?
  22. Another update of WzMap - The Enhanced Q3MAP2 alternative - Available in the Warzone Development forum.

    1. Smoo
    2. Archangel35757

      Archangel35757

      keep up the great work! Your efforts are greatly appreciated.

  23. New download link in the main post. Mostly bug fixes, also increased some limits, improved speed with multi-threading in a few places, and fixed some bugs. You can see some screenshots of some of the new stuff added in this post: https://jkhub.org/topic/7024-warzone-foliage-system/?p=123403
  24. Here's a few quick screenshots of the extension to the procedural geometry stuff I have been working on. I have changed the old grass system to do 3D model ground cover. Lighting is now done deferred for speed improvements. Real lighting also now comes from glow shaders. Visible in the last screenshot on the fallen tree behind the crystal.
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