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Work in Progress / Deep Woods Terrain Engine

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Yarbles
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Location: Toronto
Posted: 1st Jan 2004 18:28
Here are some pics from a Deep Woods / Swamp terrain engine I hope to use with Xeniths Yore. It's done in DB Pro.

Here's one with lotsa vegetation:


Here's one with some water, notice the reflection:


Turoid
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Location: The Netherlands
Posted: 1st Jan 2004 18:54
cool

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GCEclipse
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Location: United Kingdom
Posted: 1st Jan 2004 19:21
Really, really nice.

John H
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Posted: 1st Jan 2004 20:04
Ah, great to hear Xeniths Yore is still in production!

Nice Yarbles, keep up the good work As I havent been around the RGT community for a while, I lost trade of the XY progression, glad to hear its still going

RPGamer


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MikeS
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Posted: 1st Jan 2004 21:12
Now that's how an environment should look. Keep up the good work!



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Ian T
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Posted: 2nd Jan 2004 02:58
That looks fantastic . I couldn't choose between the shots, they're both amazing.

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MikeS
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Posted: 2nd Jan 2004 03:13
2nd one, gotta love the reflection.



A book? I hate book. Book is stupid.
Yarbles
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Posted: 3rd Jan 2004 00:12
I'm glad you guys like it. In case you haven't guess, I'm using a matrix to make the large trees in this engine.

I found some new, even more interesting, uses for the matrix in this engine the other day. Because the matrix vertices are so close together, I can use the matrix vertex lighting to create fake softshadows on the ground (it doesn't work so well on the trees because they stretch so much). There are many cool things you can do with a tight high-detailed matrix around the camera.

Based on this, I'm testing out some new ideas for other styles of terrains. One is a psuedo geo-mipmapping implementation that will use up to 17 matrixes of varying size. Another is a master/detail implementation that will use one low detail master matrix and another high detail matrix around the camera.

Wish me luck!

Ian T
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Posted: 3rd Jan 2004 12:41
I'm having nightmares about what it'll do to my frame rate, but good luck !

Btw, I just finally got Axes of Evil working (all praise Catalyst 1.10) and it's fanastic. Really good job on that !

--Mouse: Famous (Avatarless) Fighting Furball

I am the chainsaw paladin.
Yarbles
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Posted: 4th Jan 2004 20:44
Thanx for the nice review mouse!

Phaelax
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Posted: 4th Jan 2004 22:37
You used a matrix for trees? I are confused.
David T
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Posted: 4th Jan 2004 22:50
It's looking incredibly detailed

Phaelax: I think he means he's using a matrix for a ground and that he can cast shadows on it - but it doesn't work with trees.

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Formerly David89.
Hamish McHaggis
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Posted: 4th Jan 2004 23:20
He meant he stretched bits of the matrix up to make the tree trunks.

That looks pretty fantastic. Keep it up.

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Wiggett
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Posted: 10th Jan 2004 06:33
fantastic, i want it, give me, nah but i like that reflection in the water, did you just mimic and ghost the weeds or is it something else. fps is a bit low, what you runnin on?

Dave J
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Posted: 10th Jan 2004 07:29
There's a reflection mapping command that does it for you.


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David T
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Posted: 10th Jan 2004 13:26
There's a reflection mapping command that does it for you.

Reflection mapping though doesn't give that effect - I find it's more of a direct mirror looking reflection and when you look at things side on that don't come out well.

But it could just be me

"Nowadays more and more of our imports are coming from abroad" - George Bush

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Phaelax
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Posted: 10th Jan 2004 15:04
It's just so atmospheric. Wanna explain the "cache missed"? Is that how many objects that are being clipped?
Lord Blazer
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Posted: 10th Jan 2004 23:34
nice, and the fps arent bad either.

Cheers
Lord Blazer

by the way whats the RGT website address again?

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QuothTheRaven
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Posted: 11th Jan 2004 01:16
Minus the FPS, that's pretty awesome. Does it have collision yet?

Yarbles
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Posted: 11th Jan 2004 04:41
Thanks for the positive comments guys!

I do use a plane with reflection mapping for the water, and a semi-transparent (using SET ALPHA MAPPING ON) disk above it with an animated water texture for that effect. It's like a poor man's pixel shader.

The "cache missed" implies exactly what it says - there was a request to the object cache for a scenery object but none were available because they were all already in use. The scenery objects get hidden and reused as they go out of view range.

The fps isn't great but I only have a P3 800 with a Radeon 8500. The reflection effect drops the fps by about 5 for me when it's turned on.

There is collision for the large trees (ie based on the matrix GET GROUND HEIGHT command, because the large trees are just the matrix streched), but there is no collision on the larger scenery objects like the rocks and fallen trees. I'm working on sliding and climbing collision for these.

Hope that answers all the questions.

PS.. The link to the new RGT forum is: http://www.dannywartnaby.co.uk/rgt

Phaelax
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Posted: 11th Jan 2004 18:53
climbing collision? oooOOooooo

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