
Could make for awesome cutscenes
Modifié par Carcerian, 16 juin 2012 - 07:16 .

Modifié par Carcerian, 16 juin 2012 - 07:16 .

Modifié par OldTimeRadio, 17 juin 2012 - 03:30 .
Right. I was thinking about this last night. Basically, any model we wanted to use this on would have to be redone with a series of texture atlases. This also increases the value of reference textures, i.e. using a standard oaktree_*.dds for all oak trees regardless of the actual model geometry would allow you to have the oak trees transition from oaktree_0 (bare branches, winter bark) to oaktree_1 (spring) to oaktree_2 (summer) to oaktree_3 (fall) to oaktree_4 (dryad) to oaktree_5 (burned & charred)...OldTimeRadio wrote...
@Rolo - Some of those may not be possible with this effect and some of them are arguably better done using aligned VFX. Assuming the nodes aren't borked anyway: See here and here. Right now this affect spams over the whole model- which is how it was intended in the first place. However, since we can use DDS with this effect (at least the way I've done it), spamming a full texture of an NPC with only part of it changed would not be terribly intensive, space-wise. There are some other gaps that need to be filled in such as whether these changes persist when a user leaves and re-enters an area (I don't think the do, so far) and exactly how many of them we get (995-ish?) to play with. For some reason I'm very sweet on this effect to display power meters with X levels of accuracy, or puzzles where the fill-line of a potion changes as the user increases or decreases it's contents.
KlatchainCoffee wrote...
Another idea, wich would be amazing if it's ever implemented (which is unlikely because of the huge amount of work it will take) - changing seasons with time in game without having to rebuild and re-upload the world in question. If that ever got done, it would really be something else....

Modifié par Carcerian, 18 juin 2012 - 11:57 .


cube 1
filerange 6
Modifié par Carcerian, 18 juin 2012 - 11:49 .
Those would be cubemaps and cubemaps can be used like ordinary environment maps, except they have 6 different maps which form and invisible box around every object which uses them. When you look down on an object, you'll see one map. When you look from a certain side (like the west side, say) you'll see another map. And so on. If you map a cube map onto a sphere you can make out where the maps join, but, IIRC, it's done slightly nicer than that.Carcerian wrote...
(Semi-related question) Speaking of env-maps, what are the tileset env-maps files used for?
Modifié par OldTimeRadio, 19 juin 2012 - 06:23 .
Haven't tried it myself so I can't speak directly to that. Those models do support envmaps and they come with one on them by default. I can't recall off the top of my head which envmap the regular default races use but your problem could be caused by switching types. So if the envmap is set up in the scene graph in one way (say, a cube map) and you attempt to slip in a "regular" (single image) envmap, the scene graph could choke.Failed.Bard wrote...
I was playing around with the environment maps, and it seems trying to apply one to a dynamic race gives me a hard crash. Not sure why exactly, I had thought all models supported envmaps but I guess not.
Modifié par OldTimeRadio, 04 juillet 2012 - 04:13 .
Modifié par Carcerian, 04 juillet 2012 - 06:36 .
Modifié par Rolo Kipp, 04 juillet 2012 - 06:48 .