How can i make grass (like map island, _rpg1, nmp8_d) |
by 1234326456
on 02/12/2007 09:17, 103 messages, last message: 03/09/2007 02:27, 34406 views, last view: 05/18/2024 22:28 |
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How can i make grass (like map island, _rpg1, nmp8_d)? - in the new CVS
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#1: .. |
by Drakas
on 02/12/2007 09:20
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You need to change to the texture with grass, as far as I figured out
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#2: Re: .. |
by kurtis84
on 02/13/2007 02:43, refers to #1
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in the map's .cfg file, you have to follow a texture with "autograss" command ( minus the "" ) to enable it on your texture of choice. This grass grows all on it's own from there..you have no real placement control, it just covers th etexture you tell it to.
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#3: Re: .. |
by kurtis84
on 02/13/2007 02:44, refers to #2
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example -
texture 0 "kurt/grass01.jpg"
autograss
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#4: Re: .. |
by Quin
on 02/13/2007 06:00, refers to #3
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Haha, it was the cfg for k_rpg1 that helped me figure that one out :D
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#5: Re: .. |
by Drakas
on 02/13/2007 09:03, refers to #3
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umm ok ;P
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#6: Screenshot |
by Lex Luthor
on 02/13/2007 09:10
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I'm interested in seeing an autograss screenie,Heck I wanna know what is new for the upcoming CVS.
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#7: .. |
by Passa
on 02/13/2007 09:10
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Shame that I now get 10 FPS or so on k_rpg1, but the grass looks awesome, gives Sauerbraten some life.
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#8: .. |
by SanHolo
on 02/13/2007 09:53
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Cool, that means we will get foliage in the next version? Great. =D
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#9: Re: .. |
by Passa
on 02/13/2007 13:14, refers to #8
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Oh they've got more suprises for you..
http://img107.imageshack.us/img107/5285/screenshot36389vi7.jpg
Underwater caustics! *drools*
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#10: .. |
by Lex Luthor
on 02/13/2007 13:31
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Imageshack is not working at the moment,Will they make support for glass light thing like on this website?
http://graphics.ucsd.edu/~henrik/images/caustics.html
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#11: grass? |
by osbios_TheLostCookie439
on 02/13/2007 16:16
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Can somebody plz make a screen of the grass and post it? :D
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#12: Re: grass? |
by Lex Luthor
on 02/13/2007 16:23, refers to #11
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I think Grass is just a texture :( I don\'t think that autograss is impressive at all,Well thats just me ofcourse.
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#13: Re: grass? |
by kurtis84
on 02/14/2007 01:50, refers to #12
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The autograss is animated, and much more than just billboarded. There is a randomized grid it uses to generate on. It's all adjustable with several commands to get a really tall/short/thick/thin grass, or sparse weeds...a very nice feature, which just sets off any outdoor map it's used in.
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#14: Re: grass? |
by Passa
on 02/14/2007 06:08, refers to #13
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Yeah, hopefully the performance is fixable (probably due to me having anti-aliasing on though).
Like I said before, the underwater caustics are hot :)
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#15: Re: grass? |
by Lex Luthor
on 02/14/2007 08:05, refers to #13
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Wow,Thats cool stuff :)
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#16: plz |
by osbios_TheLostCookie439
on 02/14/2007 17:52
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plz just one screen shoot of some grass. :[
8 * 7 <--- YES, no more 1*2 stuff
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#17: Re: .. |
by SanHolo
on 02/14/2007 18:49, refers to #10
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If you read that website, Lex Luthor, you will read there that it took 5 Minutes to render that Image with one Single Glass-orb. Ask again in 10 Years when we have Quantum-driven GPUs... =D
1*2 <-- osbios, you were wrong... :P
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#18: Re: .. |
by Lex Luthor
on 02/14/2007 19:02, refers to #17
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Despite how much SauerBraten is improving,Version by version one day that feature could happen.
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#19: Re: .. |
by Minion...Seriously
on 02/14/2007 22:32, refers to #17
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Yeah and it also says it was rendered on a 100mhz pentium.
http://www.mpi-inf.mpg.de/~guenther/RTPM/index.html
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#20: Re: .. |
by SanHolo
on 02/15/2007 00:36, refers to #19
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Well, they say that they achieved up to 22fps on non-trivial scenes. While this is still not playable, plus their "non-trivial scenes" are nothing compared to a map in sauerbraten (I guess), I doubt this will come earlier than cube 3. =)
Besides this – sauerbraten does not use raytracing, does it? I'm not the expert, but I think it uses Z-buffering. Does Photon Mapping work with Z-buffering? I don't know.
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