VeteranX
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http://www.youtube.com/watch?v=swQGdxvp7dQ
na but really my bros i mean bump mapping
here just as a proof of concept i hacked up some specular lighting and added a light over the player and also sampled the existing base textures to automagically generate normal maps to make everything shiny and bumpy
im hoping soon ill have full shader lighting and ssao, then stretch goal real time full shadows
so basically this is my tribal revival project
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VeteranXX
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not your average buttmap
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Veteran++
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that is pretty cool
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VeteranXX
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thats v cool plz finish n release ily broast
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VeteranXX
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where are the butts
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VeteranXX Contributor
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~ WOW I WANT THAT 4 MY TRIBES IT LOOKS SO COOL ~
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VeteranX
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so as you can see there's diffuse lighting missing from the terrain, and the baked in shadows go away when i relight it, and theres no fog, so its not perfect and a little jarring
last night i got a second pass shader working. i didnt realize it before but turns out tribes 1.40 adds support for some opengl extensions and uses frame buffers, so what this means is i have a simpler path to reliable post processing effects
currently i'm working on SSAO (moderately difficult) which if you dont know is a really nice shading effect that makes everything feel a little bit more realistic
ill also soon add better texture filtering (ez) and anti aliasing (ez), and i'll have a better bloom (ez) than before, and i've already started to add color grading (medium), perhaps some non obtrusive fog (ez), and ive even thought about generating wavy grass on the grassy parts of lush terrain (medium)
the final thing i want to add is real time shadows (hard). i could use the built in shadows (baked on base/terrain textures, and player shadows) and things would look pretty good with the other changes, but i feel this will be a really modernizing effect that will be totally worth it. the problem with this is it will be the most challenging part.
another to-do is to then convert all the textures that look like they should be light sources to actual dynamic light sources, so interiors have dramatic lighting. this should be relatively simple
then i replace everything with a nice choice of hd textures (maybe some model replacement), simple huds, package it all into one cool config that i will call something like "Broast's Tribes" or "Tribes 1nfinity" or "Tribes One" or something lame and release
but ill also put out the dll for all these shader effects with configuration
this i did not do with my previous implementation of bloom because it was not reliable and i was merely a novice at opengl 3d programming and reverse engineering. i recently uncovered the source to my rainbow plugin and got it compiling again, and i decided to take another whack at the shaders. now i feel i have a much better understanding of this stuff i'm hacking here and this bump mapping is a really major life accomplishment to me. seriously where i am now with this has been a dream of mine since i was a preteen so this is my little hobby passion project and i just want to let the community know i love you all and i dont want t1 to die and even as it does ill still be toiling away at this exe until nobody cares and im sorry i stiffed yall on the bloom plugin i was just a kid. i tried to release rainbow plugin to make up for it but again i am truly sorry about the backspace key
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VeteranX
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the reason the shadows are the most challenging part is because current techniques require you render the entire scene from the perspective of the camera, and capture the depth buffer to generate the shadows. tribes only renders everything once, so i would need to figure out a way to make everything render twice. ssao and diffuse lighting without these realtime shadows would still be nice
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VeteranX
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just thought of a way i can wrap each render call to render everything twice. so you see its still possible
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VeteranX
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i get database errors whenever i try to edit so edit: after getting diffuse lighting on the terrain working or getting the baked shadows back, i think that could be released as a 0.1 version
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VeteranXX
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You must spread some Reputation around before giving it to broast again.
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VeteranXX Contributor
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Quote:
Originally Posted by hyung
You must spread some Reputation around before giving it to broast again.
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VeteranXX Contributor
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Quote:
Originally Posted by broast
so as you can see there's diffuse lighting missing from the terrain, and the baked in shadows go away when i relight it, and theres no fog, so its not perfect and a little jarring
last night i got a second pass shader working. i didnt realize it before but turns out tribes 1.40 adds support for some opengl extensions and uses frame buffers, so what this means is i have a simpler path to reliable post processing effects
currently i'm working on SSAO (moderately difficult) which if you dont know is a really nice shading effect that makes everything feel a little bit more realistic
ill also soon add better texture filtering (ez) and anti aliasing (ez), and i'll have a better bloom (ez) than before, and i've already started to add color grading (medium), perhaps some non obtrusive fog (ez), and ive even thought about generating wavy grass on the grassy parts of lush terrain (medium)
the final thing i want to add is real time shadows (hard). i could use the built in shadows (baked on base/terrain textures, and player shadows) and things would look pretty good with the other changes, but i feel this will be a really modernizing effect that will be totally worth it. the problem with this is it will be the most challenging part.
another to-do is to then convert all the textures that look like they should be light sources to actual dynamic light sources, so interiors have dramatic lighting. this should be relatively simple
then i replace everything with a nice choice of hd textures (maybe some model replacement), simple huds, package it all into one cool config that i will call something like "Broast's Tribes" or "Tribes 1nfinity" or "Tribes One" or something lame and release
but ill also put out the dll for all these shader effects with configuration
this i did not do with my previous implementation of bloom because it was not reliable and i was merely a novice at opengl 3d programming and reverse engineering. i recently uncovered the source to my rainbow plugin and got it compiling again, and i decided to take another whack at the shaders. now i feel i have a much better understanding of this stuff i'm hacking here and this bump mapping is a really major life accomplishment to me. seriously where i am now with this has been a dream of mine since i was a preteen so this is my little hobby passion project and i just want to let the community know i love you all and i dont want t1 to die and even as it does ill still be toiling away at this exe until nobody cares and im sorry i stiffed yall on the bloom plugin i was just a kid. i tried to release rainbow plugin to make up for it but again i am truly sorry about the backspace key
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Veteran5
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Looks neat. On the subject of AA, I think Groove mentioned that it doesn't look right with fonts. All fonts should be transparent and marked as transparent to tribes, so there is a way to not do AA for those textures.
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VeteranX
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Quote:
Originally Posted by Unhelpful
Looks neat. On the subject of AA, I think Groove mentioned that it doesn't look right with fonts. All fonts should be transparent and marked as transparent to tribes, so there is a way to not do AA for those textures.
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i believe i will be able to exclude huds and only post process the 3d game scene
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VeteranXX Contributor
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tribes needs BROAST colour customization FOR THE MASSES
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VeteranXX
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yea i dont remember the details but AA did wacky thigns with tribe fonts
but also yea prob best not to apply any post stuff to huds in general
keep up the good work broasty, looks awesome. noticed the lighting differences and baked shadows disappearing but i know you'll figure out those details
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VeteranXX Contributor
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Quote:
Originally Posted by Groove
yea i dont remember the details but AA did wacky thigns with tribe fonts
but also yea prob best not to apply any post stuff to huds in general
keep up the good work broasty, looks awesome. noticed the lighting differences and baked shadows disappearing but i know you'll figure out those details
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lol
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