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Geek Culture / What would make this scene better?

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Fallout
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Posted: 14th Dec 2009 12:13 Edited at: 14th Dec 2009 12:13
I'm making a Dungeon Siege style map engine, so I can use it as a platform to build an RPG. I'm using meshes that interconnect, heightmaps, vertex lighting, alpha blended features (paths) etc, foliage etc.

What I need help with is, what do you think would bring this scene to life? What I'm asking is, looking at this basic forest scene, what additional models, tweaks, features would bring it to life for you, and make it more immersive and feel like an exciting fantasy forest? At the moment I am working on adding in more foliage, but what says "forest" to you, and would enhance the atmosphere. I don't care how technically challenging the suggestions are at this point. I just want ideas!



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Seppuku Arts
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Posted: 14th Dec 2009 12:16
Perhaps some foliage? Bushes, rocks, more bits of grass. A broken temple? Bits of old buildings/ruins.

Van B
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Posted: 14th Dec 2009 12:26
Leaf particles, falling down and lying flat on the terrain .

For the ground cover itself though, I'd make a half a dozen different bushes, pretty big ones, and place them kinda randomly around the trees - like leaving the pathway pretty much clear. I'd also recess that path part a little, so it looks like it's been trodden in over time.

I guess it depends on the tine of year as well - everytime I go mbiking in the woods, there's fallen logs, big muddy puddles every 30 yards, damp swampy areas with lots of green foliage. It's so organic though, the only way to get an authentic look is to take photographs and try and mimic everything. There are so many factors that these settings can't be guessed very effectively IMO.


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entomophobiac
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Posted: 14th Dec 2009 12:27
I'd say lightmaps or shadow maps that shows you that the trees aren't just stumps in the grass. Gloom and atmosphere, with a foggier feeling and some more depth via smaller trees, brushes and simply size variations from the largest oak to the smallest shrubbery.

Also, some shape variation for the trees. Right now, the trees seem more like pillars. They should be gnarled and branch out, I imagine.
Agent Dink
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Posted: 14th Dec 2009 12:33
Broken down wagons, remains of animals, abandoned encampments. All of these are good for hiding loot too.

Add areas with rocky caves or tunnels and cliffs to travel to higher ground.

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Drew Cameron
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Posted: 14th Dec 2009 12:50
Leaves alone would make that look amazing.

NeX the Fairly Fast Ferret
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Posted: 14th Dec 2009 12:52
SSAO - Screen Space Ambient Occlusion. It puts shadows in obscured spots and really brings out the shapes. I don't know if anyone's done it with DB yet but it's worth looking up.

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Fallout
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Posted: 14th Dec 2009 13:03
Thanks for the ideas so far chaps.

Quote: "Perhaps some foliage? Bushes, rocks, more bits of grass. A broken temple? Bits of old buildings/ruins."


Yep, foliage is my main effort at the moment. I'm trying to find the right stuff to go into a forest. If you look at forest pics, most of them have very little foliage beneath the trees (northern hemisphere type forests), but if you look at rain forests etc. then it's the complete opposite. I intend to scatter rocks around the base of the cliffs faces, but I'll stick some in the forest too .. maybe covered in leaves and moss.

Quote: "Leaf particles, falling down and lying flat on the terrain"


No need for a raspberry Van. That's a good idea. It wouldn't have to be overkill. Just a random probability of a leaf particle floating down from a tree entity. I'm sure I could come up with a floating movement algorithm. Sweet idea.

Quote: "damp swampy areas"


Yeah, I've been thinking about this too. Large areas of squishy mud, and puddles. I could probably do that by adding patchy alpha mud 'swamps' to the base mesh. I'll give that a go.

Quote: "Add areas with rocky caves or tunnels and cliffs to travel to higher ground."


Good shout. I've gone with the connecting models approach so I can have overhangs and cliffs. I'll have to think about how to deal with caves.

Quote: "Leaves alone would make that look amazing."


I agree. This is definitely in.

Quote: "Screen Space Ambient Occlusion."


I take back my 'I don't care how technically challenging the suggestions are at this point' statement.


Melancholic
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Posted: 14th Dec 2009 13:15
Well its been said before but, more emphassis on the lights and much more random objects like broken cargo carts and animal skelettons on the flour. Also small streams and stuff would liven up the scene. hell why not have a bird or two fly around.
NeX the Fairly Fast Ferret
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Posted: 14th Dec 2009 13:57


With all sincerity, SSAO would really give the scene a lot more depth and impact. It's a bit bland at the moment. Needs more contrast and stronger shadows.

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Fallout
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Posted: 14th Dec 2009 14:01 Edited at: 14th Dec 2009 14:02
I agree Nex, on both counts. It looks like a good effect, and the scene is a bit bland. But implementing new effects not native to DB is a step beyond what I'm willing to do. I like to work fast and get results quickly, otherwise I lose interest. But I agree the scene is quite bland, so I'll look at other ways to sharpen up the shadows and give it more contrast.

@Van/Drew - Thanks for the leaf suggestion. It makes a massive difference. He's a first go at it (vid attached).

Edit: I also added roots to the trees, which currently looks crap. Will redo those later. Also randomized the normals on the foliage (and made bigger), which I think gives them more contrast and depth.

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Van B
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Posted: 14th Dec 2009 15:01
Looks great - really warms up the scene. If you needed to depict a Summer scene instead of Autumn, you could have little insects buzz about, maybe those obligatory flowers that people blow on to scatter the seed parachutes (surely those things have a name!). Then of course you could have snow for winter, and rain for spring. And all of those effects could be affected by wind, and other factors like landing on water.

I know that's just pure, impetuous thinking - but I just really like making particle effects, it's a sickness . As development goes, use the particles as an escape, to do something a bit more fun, break up the drudge work with something that looks cool but is straightforward enough that it doesn't distract you from the main work. All the little touches add up, and you end up with a game that has a lot more charm.

Also, just wanted to suggest that you check out the texture drawing plugin - it would let you paste bits and bobs onto your detail or colourmap texture - colourmap is obviously what I'm driving at. But if you can imaging sickling someones head off, sending off some blood spatter, then even leave a stain behind on the texture itself. Something to consider later maybe, it's really easy to do using the plugin.


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entomophobiac
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Posted: 14th Dec 2009 15:16
Out of curiosity: what aspects of the Dungeon Siege architecture have you been inspired by?

They did a lot of wonderful things with streaming and positioning that meant they had no load-times whatsoever, except at startup.

Or is your implementation limited to the 3D and visual style more than their architecture?

http://www.gamasutra.com/view/feature/2912/postmortem_gas_powered_games_.php?page=1
Fallout
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Posted: 14th Dec 2009 16:28 Edited at: 14th Dec 2009 16:29
@Van - You're right. Particle effects kick ass, and they're also fairly straight forward when you've done them a few times. Weather effects with large numbers of elements (e.g. rain), I think would be tricky. For now I'll stick with this autumn scene, and see how far I can get. I want to implement a few more of the suggestions about, and see how far I can push it.

As for the plugin, yes, I should check that out. I have a tendency to want to do everything myself, but I SHOULD go and see what stuff people have already done, cos it could save me a lot of time!

@entomophobiac - Yeah, DS had an awesome "load on the fly" seemless world. I believe someone made a plugin a while back to load DBP assets on the fly. That might be worth considering. At the moment I'm just trying to get a decent look, using the DS look for some inspiration, but the loading would be a plus.

Here's a screenie with a bit more foliage. If anyone has any more suggestions, please throw them in. I'm not ignoring any, I'm just choosing the ones that I can do and are suitable for this scene, and keeping the rest in mind. Cheers.



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Drew Cameron
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Posted: 14th Dec 2009 16:35
Fallout - leave it as it is. Leave it now

I know other people on here are gonna be OMG MORE MORE,

Reasons you should leave it at this level of graphics

- If you are planning this to sell, as I think you are given your previous thread, this is a good level of graphics for a game and any more would increase system reqs. Bad.

- The more you add to to this, the more you are gonna need to add to the rest - what you've done above, to me, looks grand man. Keep it at this level and move on.

- See above

The above looks ace man, I'd love to see you finish this basically.

BearCDP
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Posted: 14th Dec 2009 16:54 Edited at: 14th Dec 2009 16:55
Dungeon Siege was so awesome

The leaves and the roots are a very nice touch. Maybe as part of going the extra mile, have some fauna? For example, every now and then have a squirrel scurry from off screen and run up one of the trunks, maybe stopping part way and looking around, then continuing on up until out of range of the camera. Just something to give it a bit more life without requiring you to rewrite DB's rendering engine

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Posted: 14th Dec 2009 17:18 Edited at: 14th Dec 2009 17:28
@Drew - You make a good point chap. The more I add to it and polish it, the more work I'm giving myself later on. Though the idea of adding Bear's squirrel would be quite cool! However, I had probably better leave that till the polish stage, which I will hopefully reach.

Yes, you're right though mate. Simple fact is, making an RPG is my dream game. It's also a true monster, and why I've never made one. Look at Cash. He's lost his wife and kids, all his money, and one of his testicles making Geisha House. But it's also a genre I think could sell, due to that lure people feel towards exploring a new world and story. There seems to be a hardcore of RPG fans that see something like looks half decent, and automatically want to play it because they know RPG = new world to explore.

It'd allow me to finally make my own 'fantasy world' in full, which is the holy grail of game dev, for me. So even if I sold 3 copies, finally being able to make a game with characters with DEPTH would be reward enough.

But anyway, I am not aiming for an RPG at this point. I'm taking another angle of attack. I'm making the components first, before throwing them into a melting pot and boiling up an RPG. First step is an engine with 'satisfactorily looking' environments.

Edit: Btw, performance wise, that scene is 130FPS, on my laptop, ATI Mobility V5250 (no idea how good that card is, but the laptop is 3 years old). With the highpoly reaper and his shadow removed, I get 215FPS. The 50FPS seen in the 2nd screeny is a frame rate limit imposed by Fraps. There is also scope for additional culling of various bits of landscape. So I'm thinking efficiency all the way, and making this run on low end boxes is a high priority!

Darth Kiwi
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Posted: 14th Dec 2009 17:45
Quote: "Though the idea of adding Bear's squirrel would be quite cool!"

Birds which fly away when approached would be a nice addition. A river, perhaps with a waterfall, would also make the forest feel more varied, although I suppose that would apply to the entire forest, rather than just this one scene.

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Zotoaster
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Posted: 14th Dec 2009 18:13
I think a thin layer of fog on the ground would just add that little bit of epicness to it.

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Posted: 14th Dec 2009 18:19
Hmmmmmm .... fog ..... hmmmmmm .... let me see if it's feasible with what I'm doing ...

Code eater
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Posted: 14th Dec 2009 18:52
Im not expert, but perhaps the occasional butterfly flying by,,, that would be pretty cool, makes it seem more alive and wild.

Thanks,,,

Codeeater
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Posted: 14th Dec 2009 19:29
I tried an implementation of fog, but I dont think it's going to work. Video is attached.

Performance is a bit of an issue, but it could be switchable for lower spec machines. The problem is that DBPs transparency just doesn't seem very good. When laying 2 or 3 transparent objects, I always see z-fighting and strange occlusion, which flicks in and out as you move the camera. I just tried about 20 different combinations of transparency modes for my path, fog and foliage objects, and none work. Also, adding this in has started DBP to crash with unhandled exceptions! Transparency is defo dodgy in DBP.

So I may keep this technique for areas without any other transparency layers, but I dont think it'll work in the forest .... which is a shame, because with tweaking, I think it could've looked good.

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Zotoaster
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Posted: 14th Dec 2009 20:03
Suppose you're right. The more I look at it, the more it looks like a "happy" forest. I liked it as it is

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lazerus
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Posted: 14th Dec 2009 20:18
It could be you increase the leaf drop count since the wind looks like its blowwing alot from the shadows, other than that it looks pretty good.

Leave it alone now.

Or overkill with kill the playability ^_^

-Con

NeX the Fairly Fast Ferret
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Posted: 14th Dec 2009 20:25 Edited at: 14th Dec 2009 20:51
Quote: "any more would increase system reqs."


Not necessarily. Shaders like SSAO (sorry to be incessant about it) etc. can be switched on and off in a single command with no performance impact for being switched off. Adding more polygons to the scene will slow it down but there should be almost no difficulty in adding a switch to apply shaders.

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BearCDP
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Posted: 14th Dec 2009 20:46
Fallout if you can make a big kickass game in the vein of Dungeon Siege, I will buy liek 12 copies. I never even finished Dungeon Siege, but I loved every moment of it. The online campaign was so beast, and then you could play the regular campaign online too!

That postmortem is crazy! I just texted my friend about the stuff they did and I think his reply sums it up very nicely: "They are gods . . ."

Screw Diablo III and give me more Dungeon Siege any day

Cash Curtis II
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Posted: 14th Dec 2009 21:54
Quote: "Look at Cash. He's lost his wife and kids, all his money, and one of his testicles making Geisha House."

Well...

The videos look amazing. A bit of fauna would enhance the scene. I really liked the fog, too bad about the transparency issue. Have you tried ghosting it instead of transparency, with one of the other ghosting modes (2-6) I've had some success with it.


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dark coder
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Posted: 14th Dec 2009 22:55
Based on the scene you've shown us, I think adding AO would be a complete waste of time. AO is very useful if your scene contains a lot of geometry at varying depths where discerning the changes in depth can be difficult, or it can be used to make high detailed scenes look great(especially in the case of SSAO) by bringing out all the detail. Your scene's primary occluders other than the terrain are the trees, thus it's a waste of time as they look fine as they are. You can see here that adding SSAO doesn't do much for foliage-heavy scenes.

As for the fog, using layered planes is a bad solution as it multiplies the amount of pixels you have to draw and you can clearly see the steps in opacity as you go through each layer. Plus, alpha blending such a large section will eat into GPU time. The better solution would be to use a shader that estimates the optical depth across a line section from the vertex to some maximum fog level toward the camera. From my many atmosphere shaders I've written, I know that even a single sample at the midpoint of this line section is sufficient to estimate this optical depth, thus the performance cost is almost 0 and you'd need to use a shader for (decent)normal mapping and other important effects regardless.

Other than this, all you need to add is more rocks and foliage and random objects to make the scene more interesting. I had a go at complex foliage scenes in GDK a while ago. Feel free to use the media if you wish.

Benjamin
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Posted: 15th Dec 2009 03:50
Honestly I'd suggest adding some variation to the terrain texturing. Having the same base texture repeated over and over looks bland, and whenever I see this done I always think of the processing power wasted - I'm used to seeing older games that use terrain geometry of a similar apparent resolution, but they really take advantage of the geometry that they have by making the texturing as interesting as possible.
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Posted: 15th Dec 2009 05:02
Light rays. Coming through some fog would make it look fantastic!

Phaelax
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Posted: 15th Dec 2009 07:35
I think the last picture you posted looks fine. But fog or a mist would look pretty cool. Maybe have some random critters wonder around, like a squirrel or rabbits.


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MikeS
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Posted: 15th Dec 2009 08:39
I've skimmed through this thread, but I don't think anyone has mentioned audio yet. You are the sound man, so I'm sure you'll take care of that.

Regarding the graphics, I'd say it is looking pretty solid. Do consider ways to randomize objects, as things in nature are pretty random. This could be slight texture variations or rotating models at different angles.

Also to make it realistic, browser through some photos on google images of forests, and that should give you some ideas of how to make an authentic nature scene. Consider things such as, which plants would grow best in the shade, would flowers bloom over here, would water build up in this area if it rained, etc. As people have mentioned, you have to cut off the details at some point, but hopefully you can pick out one or two things and do them well that we don't often see in games.

It's look really solid though, so great work! I'll keep an eye on your progress, and try to make suggestions where I can.



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Posted: 15th Dec 2009 09:19 Edited at: 15th Dec 2009 09:21
with those towering trees, everything would be dark below. add rays of light finding their way through the limbs for contrast and life; occasional strange flowers flourishing where it might make sense. old trees, untouched, wild ones, have twisting limbs (character) and thick, gnarly bark. weeds, dry grass, fallen limbs and twigs scattered about. mention of time and death sparks life! oh, and the falling/fallen leaves are nice, but don't forget the large clusters of tiny particles twinkling as they pass under sunlight (pollen and the like. always in fantasy forest scenes ). ah. i haven't gone camping in too long... oh, add a few bugs every once in awhile and strange bird/critter/beast calls will make my ears happy, too

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Fallout
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Posted: 15th Dec 2009 10:02
Thanks for the continued ideas chaps. They have been a real help and inspiration. While I think I'm going to take Drew's advice, and not implement any more major ones, I am definitely going to make a few more tweaks to improve it where possible.

@Cash
I tried all the ghosting modes, on your advice, but no success ... although it did remind me of the usefulness of Dark Ghosting. I'll keep that one in mind. I also had a go at using the ENABLE OBJECT ZBIAS command, to play with the overlapping, and couldn't quite suss it out. I could bring the paths infront of the fog, or behind the landscape, but not ontop of the landscape and behind the fog! So I think it's a transparency engine limitation or something. I'll most likely follow the advice of ...

@Dark Coder
Yeah, I think a shader based effect would be best. You're right. However, I think I am going to make it as good as it can be, without shaders, and leave them till the polish stage at the end. This may be a mistake. Perhaps it's easier to design your engine around shaders, but since I've hardly used them, I don't want to get bogged down just yet learning how to write my own. Thanks for the tip though.

Quote: "Honestly I'd suggest adding some variation to the terrain texturing. "

I agree. I'm thinking about doing this by adding in more decal layers (like the path ways). The problem with just switching textures is blending them, since all the meshes here are prefab models. As soon as you add 1 new texture, you have to make 20 more to blend into all the other variations together. So I'll have to think about the best way to do this. I haven't decided how I am going to blend out of the forest leaves texture into (for example), a grass tundra texture either. Once I've figured that out, that may open the doors to changing the texture within the forest.

Quote: "I've skimmed through this thread, but I don't think anyone has mentioned audio yet."


No!!!! Don't even mention audio. I love doing audio. Let's just pretend audio doesn't exist until I've got all the hard work out of the way.

Quote: "with those towering trees, everything would be dark below. add rays of light finding their way through the limbs for contrast and life; occasional strange flowers flourishing where it might make sense. old trees, untouched, wild ones, have twisting limbs (character) and thick, gnarly bark. weeds, dry grass, fallen limbs and twigs scattered about."


Some good suggestions there. I think I will work on the vertex lighting where the trees cast shadows, and add some fallen tree/twig models.

Thanks again guys. More work on the todo list for when I get home.

Van B
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Posted: 15th Dec 2009 11:46
For the terrain texturing, there's always a blend shader - like maybe a terrain blend shader with linear fog added to it.

Typically, a blend shader will use 1 mask texture, then each R G and B element equals 1 texture, so that would give 3 textures on your terrain (could be different textures depending on the terrain block. Anyhoo, you would have 3 easily blended textures, plus shading, as your mask texture controls brightness. You could use 1 big mask texture of course, 1 big mask and 1 big heightmap, then the 3 textures, personally I think the performance overhead is well worth it.


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Agent Dink
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Posted: 15th Dec 2009 12:50
You could give the trees a little bit of a swaying motion. Just subtle. Nothing too crazy.

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entomophobiac
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Posted: 17th Dec 2009 13:31
Quote: "Yeah, DS had an awesome "load on the fly" seemless world."


They had much-much more than that, actually. Loading on the fly is neat, obviously. Usually done by streaming in this day and age. But with conventional game technology such as BSP and similar, it wouldn't be possible to render so large a world as Dungeon Siege does. It would generate floating point calculation errors after a while, because the numbers are too big for the computer to crunch correctly.

What DS did is that each "tile" in their world had its own coordinate system, meaning that the player character is constantly moving into a new "world" of coordinates, with its own point of origin. This means that the calculations are kept within a reasonable scope.

Lots of neat technology, for short!
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Posted: 18th Dec 2009 00:27
I'm not sure if this has already been mentioned, but you should have an option to automatically delete foliage on paths. Not sure how to do that, but I couldn't imagine it being too hard.

Fallout
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Posted: 18th Dec 2009 17:23 Edited at: 18th Dec 2009 17:23
Thanks again for the ideas guys. I've tried more ideas out, and adopted some, and had to drop others.

Things I added as suggested:
- I've worked on texture variation. So I've put my texture blending system in, and you should be able to see nice grass blend into the forest leaf texture.
- Fixed the transparency issues, so leaves now blend correctly with the paths.
- Added tree canopy shadows, which gives the trees more presence.

I tried the ray of light, but couldn't get it to look right. I may return to it later. And I also need to change the bracken foliage model, because it looks rubbish.

Quote: "For the terrain texturing, there's always a blend shader "


I seem to have gotten away with transparent meshes, which is good, because I dont want to go down the shader route just yet. But I'll definitely keep that in mind, because it might came in handy later.


Quote: "You could give the trees a little bit of a swaying motion. Just subtle. Nothing too crazy."


This could be a good one to play around with. I decided my huge ancient trees are a big too big for swaying, but I think I'll try this out on smaller trees and larger foliage. Thanks for the idea.

Quote: "but you should have an option to automatically delete foliage on paths."


Yes, foliage on paths doesn't look quite right. However, these screenies are randomize. I'll be making an editor and foliage etc. will be hand placed, so hopefully when making the levels, nobody will be putting pushes in the middle of well trodden paths.

I think I'm ready to move on now, and am happy with what in this scene. Thanks for everyone's suggestions.



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Fallout
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Posted: 18th Dec 2009 17:24 Edited at: 18th Dec 2009 17:25
Also, this is the only time I've ever seen hardware fog look half decent.



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Insert Name Here
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Posted: 18th Dec 2009 17:33
The bottoms of the shrubs look very flat, I'm not sure how you would solve that, but just making them fade to transparent would probably help. That's the only problem I can see.

Drew Cameron
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Posted: 18th Dec 2009 17:35
NeX the Fairly Fast Ferret
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Posted: 18th Dec 2009 17:36
The fog really gives it a completely different atmosphere. It doesn't make it *better* (or worse for that matter) it just makes it more powerful. If that's the look and feel you're going for it's good either way.

As for the foilage, a flat plain at the bottom to give them a leg to stand on as it were. A base.

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Van B
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Posted: 18th Dec 2009 17:50
Looking cool. As much as your probably sick of suggestions - I would have some really big particle plains, with a grey smoke texture - then make then roll over the terrain, alpha faded depending on distance. I did this a while ago, and along with the fog it can really 'moodify' the scene. It kinda gives the fog more form if you know what I mean - as the plains move it's like the fog has much more varying depth than the standard effect. I had some rain particles going on too, like stripes falling down, but the most effective part was adding little splashes on the ground - really amped up the atmosphere by doing that.

I guess the best thing about fog on a top down camera view is that it's a visual thing - usually fog is there for us to abuse, hiding camera clipping for instance. But your scenes don't really need it, so you can be subtle or crazy with it depending on the atmosphere you want at that particular time. Would be cool to see it creep in, like gradually build up all claustraphobic like.


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Drew Cameron
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Posted: 18th Dec 2009 18:01
Quote: " Would be cool to see it creep in, like gradually build up all claustraphobic like."


That would be so cool if it occasionally - I mean, not geographically, just as you were playing, became really thick sometimes.

Fallout
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Posted: 18th Dec 2009 18:33
Quote: "The bottoms of the shrubs look very flat"


Yeah, I've since fixed that, but I'm learning how to make good foliage as I go along. I'll make sure any future foliage doesn't suffer from the same problems.

Quote: "Keep the fog man!"


Definitely going to make use of it.

Quote: "The fog really gives it a completely different atmosphere. It doesn't make it *better* (or worse for that matter) it just makes it more powerful. If that's the look and feel you're going for it's good either way."


I agree. I think it's a good effect, but only suitable for certain moods.

Quote: "I would have some really big particle plains, with a grey smoke texture - then make then roll over the terrain, alpha faded depending on distance."


I already tried that chap, but it didn't look too good. HOWEVER, I thought I'd put it back in again, now I have the hardware for switched on, and it actually looks awesome. I've attached a video. It does cause transparency issues with the foliage though, and having learnt a lot about transparency today, I'd say this is one problem I will struggle to fix. So for evil forests with spooky fog, I may do without foliage and stick with old rotten branches etc sticking out of the fog instead.

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Agent Dink
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Posted: 18th Dec 2009 19:03
The only problem with the fog is that it makes the scene look pretty dull and grey, but maybe that's what you're going for, and yeah, that's what fog does in real life. But this is a fantasy world! I'd say that if you want some vibrance and color back in the scene, maybe tint the fog a little bit?

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Fallout
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Posted: 18th Dec 2009 22:10
Agreed. Now I have the engine working, and the fog working to a decent level, I can tweak the colour and thickness according to the required atmosphere. This would definitely only be used for those spooky evil woods, full of monsters and other nasties. Otherwise the bright colourful wood will be the way forward.

bond1
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Posted: 19th Dec 2009 01:58 Edited at: 19th Dec 2009 01:59
Hey, where the heck did you get that Grim Reaper?!

EDIT: Ooops, just looked at your profile, you are the Carnage guy! I was like, "how in the heck did that character get leaked", haha.

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Phaelax
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Posted: 19th Dec 2009 06:04
That video looked good. The little movement from fog was good, not too over-done. And the falling leaves was a great touch.

Maybe add some particles mist around the character so the fog plane doesn't cut so flat into him.

I think the only thing that's really missing here that would really make a world of difference is lighting.


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