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UniqueOne

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Everything posted by UniqueOne

  1. That is a really old screenshot. Looks nothing like that now. Oh man. You know how long it takes me in australia to upload videos over adsl? I might get to it at some point lol. Are submissions still open? If so then I guess I could submit a few, although some of the people that have already submitted should try warzone with their maps and they might decide to resubmit them I am often on IRC to help people out if they need to tweak their maps (hint: set a material type in your shaders if they don't look as you want and most of the rest is done automatically).
  2. The first thing to understand here is I am not a mapper or a modeler. For the life of me I can't work out radiant and blender. Never seen such horrible, unintuitive, user interfaces on any software I have ever used. My test maps are just terrains generated using this software (with 1024 size triangles *sigh* due to crappy bsp limitations), after which I use notepad to add a water level and skybox. Would not have a clue how to do any of it in that horrible radiant software. The bsp map format and q3map2 pretty much make that impossible to create with any level of detail. Maybe we could do that level of detail on a map the size of a few rocks I guess it would be possible for a real modeler and mapper to create rock objects as md3 files and add those for detail (or possibly I could use geometry shaders to procedurally generate rocks), but it is a half-a@* solution that a mapper would have no idea of how it will look until it is running in game. BSP and q3map2 need to die (also badly need alternatives to md3 and glm). These are the main things holding back JKA from being a modern looking engine. Unfortunately, these systems are beyond my levels of experience to replace, but I am still hoping that in time someone with the skills will finally realise it needs to be done and give JKA a chance to become what it could be. In the meantime, at least we have blending systems now that this (hopefully) future stuff can also use. As for the textures, I use what I have. I am a coder and am not getting much help here (well, honestly, almost no help currently). Although I think the issue is more with the stupid large surfaces forced on me by the above systems.
  3. Now that I think about it, I probably should have submitted some warzone screenshots to the jkhub background submission thread. Although i'm not sure it was allowed under the rules.
  4. Here's a few more up to date screenshots. Just pulled the ones I had in my screenshots directory, so not a huge selection of maps shown. They are also mostly not the most recent builds of warzone. Something to note is that all the glows on all the maps are volumetric. Walk in front of them and you will see light scattering. ... and a non-basejka map for the hell of it ...
  5. The foliage system now uses a "/maps/<mapname>_grass" image to blend between grass/plant types across the map. If this file does not exist, it will fall back to a default grass map. Red is grass type 1, Green is 2, Blue is 3. Strength of the color at each pixel is both which ones to blend, and also the size multiplier. Here's a few screenshots of the foliage system that show the recent updates including the blending system.
  6. Here are a few new screenshots after recent changes.
  7. As an extension of the old steep map system, Warzone now also does tri-planar blending and splat mapping. Previously you could add (<texturename>_steep) high angles texture, and (<texturename>_steep2) water edge textures and have the game do the blending for you. I have now extended the system so that you can also add up to 3 (at the moment) splat textures (<texturename>_splat1, <texturename>_splat2,<texturename>_splat3). If you would like to, then you can also add a (<texturename>_splat) image to control where on the map to blend each texture. If the _splat image is not added, it will use a default splat control map to select the positions that should work fine with any map anyway. The Tri-Planar blending and splat mapping systems make sure textures vary across your maps instead of seeing obvious repetition of the same texture... and it is as simple as adding a few extra textures to the same directory as the original. This is a map I put together in about 15 minutes to test the system. The ground surfaces on this map use a single default shader (in this case "textures/yavin/ground"). All the other textures and blending between them are done by the new system using the following automatically based on the default splat control image. "textures/yavin/ground_steep" (cliffs - rock) "textures/yavin/ground_steep2" (water edges - sand) "textures/yavin/ground_splat1" (first random blend texture) "textures/yavin/ground_splat2" (second random blend texture) "textures/yavin/ground_splat3" (third random blend texture) The grasses were added to the map automatically by the warzone foliage system. The trees were added to the map automatically by the warzone tree system after taking 20 seconds to run a command "/genfoliage" in-game to add trees). Complete AI support was added to the map by taking about 2 minutes to auto-generate map waypoints using /awp (auto waypoint) and /awc (auto waypoint cleaner) commands. Spawnpoints were automatically generated for each faction when loading the map after running the /awp command (only runs if you do not manually add enough spawnpoints). Hopefully that explains it all, here are some screenshots.
  8. Just a quick screenie of the new water system I have been working on.
  9. Looks like a really nice program, but the personal version seems to be crippled and the license doesn't allow distribution of stuff made by it... and I sure can't afford to buy it. If only. I do have software that can make reasonable trees, but the JKA model formats have limitations and rend2 bogs down really fast with anything more complex then the most basic tree models.
  10. The current method uses distance for the number of splits on a triangle.
  11. This is the PN triangles method of tessellation. I plan to add heightmap based tessellation for models later, if any modelers want it.
  12. Look along the top of the back of the seats in the 2 pictures and flick up/down between them.
  13. It could be used for stuff like that, but adding extra triangles to grass would be a pretty bad FPS hit (due to there being so many instances on screen).
  14. Just added 3 new dynamic light options to add (original low/medium/high settings with) volumetric light on all map glow surfaces. The new options hit FPS a bit, but they do look quite nice.
  15. Just added texture splatting blending to steep map beach blend. Also added support for alpha channel textures for extra customization. There is info on what it is here: http://www.gamasutra.com/blogs/AndreyMishkinis/20130716/196339/Advanced_Terrain_Texture_Splatting.php Here is how it looks with just the built in warzone heightmap generation for textures and no alpha channels on the textures. The looks and blend can be adjusted using an alpha channel in the <texturename>_steep2 texture. And here is another scene because... why not
  16. Hmm at the moment no, its just the basics, but that is something I plan to add soon. EDIT: See below.
  17. I'm hoping it should speed things up a lot for mappers.
  18. Today I extended the steep map blending system I added a while back. The system is used to easily blend between different textures for terrains (or other stuff) without needing to screw around with quake 3 shaders. Using steep maps is as simple as adding an extra <texturename>_steep texture file for a high slope texture, and/or a <texturename>_steep2 texture file for water edges and below water. Here is a screenshot to show how this works. ... and here is a few more screenshots of how it looks without the red writing covering up the picture ... You can also specify steepmap and steepmap2 in shaders if you require. In the future I will probably add randomization to the blend to the beach textures.
  19. Today I added tessellation. Tessellation takes the triangles of a model and converts that triangle into multiple smaller triangles and applies a rounding effect to make models and maps more detailed. Example of what tessellation does. Here are some screenshots of it working in Warzone. Tessellation OFF Tessellation ON (exagerated a bit to make it obvious)
  20. The grasses are textures added to random locations on a surface by a geometry shader. They are drawn and animated completely on the GPU. The trees (and the large plants/flowers, currently) are models drawn from cgame (which also contains old code to do grass for others to use is they wish in their own mods).
  21. Yeah making them sway like that would most likely require drawing a lot more triangles to look right (which is not really an option if we want playable game speeds), but I will see what I can do.
  22. They are all at random heights and random positions. The system currently only uses one texture though - something I plan to change soon. Easy to do, but i'm just one person Expect lots more changes before any final version hehe.
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