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gentlemen, start your drooling...

by Aardappel_ on 06/15/2006 06:07, 63 messages, last message: 07/07/2006 01:53, 36538 views, last view: 03/29/2024 09:22

compare:

http://strlen.com/sauerflat.jpg
http://strlen.com/sauerbump.jpg

:)

So people have finallye started releasing high quality textures with normalmaps on the interweb, so I thought it was time we supported them in sauerbraten.

The above screenshot does bump+spec, and some form of parallax mapping (needs tweaking). Moreover, all this works in harmony with lightmaps, using a system similar to what halflife 2 and far cry use indoors. So soft shadows with per pixel light, hurray!

Anyway, next release will have this stuff in, plus a nice set of textures to work with. And yes, to see any of this, you need a card capable of shaders of course.

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#4: Re: Bumpmapping

by Aardappel_ on 06/15/2006 20:14, refers to #3

Wether I say "bump" or "normal", I mean normal. shaders that use height instead of a normal died out 5 years ago.

If you want an easy way to produce them, get nvidias normalmapper photoshop plugin.

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#5: ..

by Max of S2D [Fr] on 06/15/2006 20:42

OMFG ! It's awesome ! But my old graphic card never will do that :'(

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#6: Re: Bumpmapping

by Pxtl on 06/15/2006 22:58, refers to #4

Wow, do I feel stupid. I'd been struggling with those "render-to-normal-map" tools when all I wanted to do was simple surface extrusions... and all along, there's that wonderful photoshop plugin (and an OSS Gimp one that looks even better).

tx for the pointer, Aard.

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#7: i'm a little worried...

by metlslime on 06/15/2006 23:30

that this will lead to inconsistency from level to level, if some use normal-mapped textures and others don't.

But I suppose there's already such a disparity in art style and build quality that this is probably a moot point.

Bring on the normalmaps!

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#8: Re: i'm a little worried...

by Aardappel_ on 06/15/2006 23:38, refers to #7

haha.
Yeah, the day that we can afford an art style, we will have one! :)

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#9: Re: i'm a little worried...

by eihrul on 06/16/2006 00:59, refers to #8

Between the knight, hellpig, and ogro all in the same game, I'm guessing you mean inconsistency in a loose sense...

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#10: Re: i'm a little worried...

by guest57 on 06/16/2006 01:08, refers to #8

A random thought on 'art style' - could we at least have the colors in the progress bar/menus more consistent, i.e. as a more recognisable Sauerbraten-ish style?

Based on the color of Sauerbraten logo how about (0.485, 0.20, 0.04) & (0.97, 0.40, 0.08) for the main progress bar. While in the menu box, the background(when bordered) as (0.03, 0.60, 0.92) and the border itself as (0.97, 0.40, 0.08).... try it for taste :-)

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#11: Normals

by pushplay on 06/16/2006 03:31

The floor looks so slimey I'm worried my Ogro will slip.

Will there be enough textures to make complete maps with normal mapped textures? I've never seen a map mix the two and I'm assuming that's because it would look like ass.

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#12: Re: Normals

by Aardappel_ on 06/16/2006 07:14, refers to #11

I have just finished converting and adding this complete texture set to sauer:

lunaran.com

the release of that textureset is the only reason you see bumpmapping in sauer at all.

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#13: quick & dirty conversion:

by Aardappel_ on 06/16/2006 09:49

http://strlen.com/screenshot_4298766.jpg
(warning: 1920 res)

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#14: w00t! -_*

by can't login for some reason on 06/16/2006 19:46

Nice, BUT TONE DOWN THAT SPECULARITY!
Geez, you want your levels to start looking like the OSX interface?
Ooh shiny! =P

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#15: Re: quick & dirty conversion:

by kurtis84 on 06/17/2006 00:06, refers to #13

Oh yes...this is going to be fun :)
Just curious, is the spec intensity adjustable, and is this stuff in cvs yet?

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#16: Re: Bumpmapping

by ef on 06/17/2006 01:38, refers to #3

I presume with "convetional" you mean dot 1 bumpmapping.
You could use the heightmap and run it trough nVidia's normalmap filter. Takes 5 seconds =P

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#17: Re: quick & dirty conversion:

by Aardappel_ on 06/17/2006 10:54, refers to #15

it will be adjustable, and yes most is in cvs

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#18: ..

by Max of S2D [Fr] on 06/17/2006 13:05

Hi-res textures ? It rocks !

Ah, should i download the new drivers of my OLD geforce 5200... -_*

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#19: bug

by Alice on 06/17/2006 14:21

Hi ppl, whenever I calculate lighting on, say, a 16k^3 map the floor disappears. Also, lighting isn't saved when the map is saved.

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#20: Re: bug

by CC_machine4 on 06/17/2006 15:47, refers to #19

that belongs in the bug report thread.

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#21: more textures...

by Aardappel_ on 06/22/2006 09:01

http://strlen.com/screenshot_157050.jpg
;)

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#22: ..

by makkE on 06/22/2006 12:51

Nice :) I was surprised, it didnĀ“t hit the fps as hard as I expected.

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#23: ..

by Max of S2D [Fr] on 06/22/2006 18:38

OMG... it's really... greatful !

But i'm bored, a lot of old pc who can support cube and wanna play to sauerbraten risk to have... difficulties.

Another -x to delete the effect ?

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