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Author Topic: TMC's - Old School RPG - Blog  (Read 43043 times)
Prime_8
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« Reply #345 on: September 01, 2013, 01:54:31 AM »

"Making me feel really small as the trees tower above me."

I grew up in Victoria BC ,  you have to actually lie on your back to see the tops of the fir trees there, the first 30 to 40 feet even 80 in some places don't even have branches .
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T_M_C
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« Reply #346 on: September 06, 2013, 09:35:04 AM »

Quote
Insert Quote
"Making me feel really small as the trees tower above me."

I grew up in Victoria BC ,  you have to actually lie on your back to see the tops of the fir trees there, the first 30 to 40 feet even 80 in some places don't even have branches .

 Cheesy

Update
----------

I've just about finished off my large trees system.
Bar any tweaking that may be needed.
And it presented several challenges.

My test forrest currently consists of over 1000 trees, with each tree weighing in at about 3500 polygons each.
And because i wanted the feeling of being in a big forest i was using large draw distances, which meant i was hitting the fps limit on my computer at about 300,000 polygons.
So i decided to reduce the draw distance to reduce the number of trees rendered and use a tree skybox to give the illusion of more trees the deeper into the forest the player goes.
And this works pretty well giving the impression i was after with the skybox fading in and out when needed and it really does feel like a huge forest as i walk through it.


Getting the tree trunk meshes into the game was a bit tricky though.

I used the Speedtree utility to create the trees, which i then removed the branches and leaves.
Exported to .FBX format, then converted that to .obj and then to .3ds.
This i then imported into the Giles lightmapper to generate the lightmap and then exported in Blitz3d native .b3d format.
As you can imagine it involved a lot of trial and error to get satisfactory results, but i'm pleased with the final meshes.

I've also used the same tree canopy meshes as used for my jungles, just rescaled and these are seperate to my tree trunks.

I've also had to write two editors for this, one for the tree trunks and one for the canopies.


I also had a tricky problem of fading in and out the trees as they come into view.

Because i'm using a large number of trees for the forest, it's impratical to test every tree, every frame to adjust it's alpha levels.
So i've broken this down into managable chunks of testing just 100 trees per frame, but testing the complete 1000 over several frames.
But this causes stuttering of the alpha levels as each tree is updated over several frames.

My solution was to put all the trees that need fading into a cache, and only alpha fade those trees every frame.
When the target alpha level is reached that particular tree is removed from the cache.
So, only 100 trees per loop are checked, but only a fraction of that, usually about 20 or so have their alpha levels updated every frame.
And this gives really smooth fading of the trees.

It's a great solution and i was really chuffed with myself for comming up with the idea.  Smiley
And works really well in game.

I might upload a video the next few days.  Smiley

TMC


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fog
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« Reply #347 on: September 07, 2013, 06:53:48 PM »

They look really good.  Some lovely texturing.

It's really a shame you can't use fog.  It would solve a lot of your problems and save you coding these fancy fading and transitioning routines....although I am enjoying reading about your various solutions to the problem Smiley
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Prime_8
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« Reply #348 on: September 09, 2013, 01:38:42 AM »

ha  cool .
i may have to pick your brain when it comes time to put my fps out doors . LOL

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T_M_C
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« Reply #349 on: September 11, 2013, 09:48:44 AM »

Thanks guys.   Smiley

Quote
It's really a shame you can't use fog.  It would solve a lot of your problems and save you coding these fancy fading and transitioning routines....although I am enjoying reading about your various solutions to the problem


Well, Blitz3d does support fog.
But i havn't figured out a way to use it with my constant changing skies.
I have experimented with it and found out that the fog color is really important in order to get it to blend with the sky.
And as my skies not only have realtime weather, they change color, from daytime to sunset / sunrise and night time.
And i havn't found a fast way in order to get the correct fog color, other than reading an rgb value close to the horizon.
In fact, i'm not really sure how other games do it.
I'm assuming it's all pre calculated.

But in fact it's not really a problem.
I don't think the game loses anything by not having fog.


Update
----------
I've added a new ambient sfx  zones editor.
The game now has three different ambient sfx editors.
Each having different uses.
This latest one was needed because i realised i was using 2 large ambient sfx zones per world tile.
One set of ambient sfx for daytime and one for nighttime.

This involved actually placing 2 large zone meshes over each world tile and assigning a sfx sequence to it.
Which was a very messy way to do things.
I was having to hide one mesh and edit the other and vice versa.
So in the end i just wrote another editor that let me specifially assign day and night ambient sfx to each world tile.
So now it's a very easy system to use, along with copy and paste functions.

And talking of trees.

I've just started working on large winter trees.

TMC
« Last Edit: September 11, 2013, 09:56:46 AM by T_M_C » Logged
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« Reply #350 on: September 11, 2013, 01:04:58 PM »

Well, Blitz3d does support fog.
Ah.  The old memory told me that's why you weren't using it Smiley


This whole intricate world system sounds like it should be used in more projects in the future.  Yes I realise that's possibly years away Smiley
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Prime_8
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« Reply #351 on: September 11, 2013, 10:37:35 PM »

fog  as a shader is handy when you get dx9 ,, but in dx 7 all i did  was a sett of plains attached to the camera(s) ..
like children of the cam , each plane scaled to fill the view of the cam at any user  view port rez .
liek so :
              a     b         c               d                         e
cam < ----|-----|---------|---------------|--------------------------|

plane A is fog start , 0.020  alpha of pure color or a soft texture
plane b , 0.025  alpha of pure color or a soft texture uv shifted if  same tex as a
plane c  , 0.15  alpha of pure color
plane d  , 0.25  alpha of pure color
plane e  , 0.60  alpha of pure color

pure color should be  sky /ambient mean with a 0.02 blue added per each  step away form cam .. or some thing like that ..
simulates air tinting .

parented to the camera so it  just works .

some tests i use  sphere sections vs a just planes but found only first 2 would ever benifit from convex shape .

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T_M_C
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« Reply #352 on: September 13, 2013, 09:57:47 AM »

Quote
Ah.  The old memory told me that's why you weren't using it


This whole intricate world system sounds like it should be used in more projects in the future.  Yes I realise that's possibly years away

 Cheesy


Thats an interesting way of doing things Prime.

I'm already doing what you suggest, but with only one plane, thats used to give a fog  /mist effect for stormy weather.

I'm currently blending skyboxes dependant on the time of day, and altering the ambient light levels, so the actual sky color is a dynamic gradient thats changing all the time.

I can pick the screen rgb value, but it means splitting the render process up into 2 or more parts.
Something i'm very loath to do.

But if you get a fog effect right it can look really cool.

World of Warcraft puts it to really cool use.

Adds a lot of atmosphere too, especially in places like swamps, where the fog range is pretty close.

TMC

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Prime_8
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« Reply #353 on: September 18, 2013, 05:22:05 AM »

ie is usually a hard clipping plane set to solid fog color on fog systems like NB has built in .
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T_M_C
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« Reply #354 on: September 23, 2013, 09:50:31 AM »

Currently taking a well earned break from this RPG project.

I'm feeling burnt out by it after a year's constant dev.

So for a change of pace i've started a side project to give myself something to do until i feel i feel like returning to this.

TMC
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« Reply #355 on: September 23, 2013, 01:19:12 PM »

Currently taking a well earned break from this RPG project.

I'm feeling burnt out by it after a year's constant dev.
Yeah, a great for recharging the batteries.

I can highly recommend building a website.  A month of that and I guarantee you will be desperate to get back to working on your game.  BunnyMonkey!


So for a change of pace i've started a side project to give myself something to do until i feel i feel like returning to this.
Details Smiley
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T_M_C
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« Reply #356 on: September 24, 2013, 09:58:23 AM »

Quote
I can highly recommend building a website.  A month of that and I guarantee you will be desperate to get back to working on your game.

Haha.

Thanks for the tip.


Quote
Details

No details yet.

Super secret and hush hush and all that.   Tongue

TMC
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« Reply #357 on: September 24, 2013, 08:50:48 PM »

No details yet.

Super secret and hush hush and all that.   Tongue
Boo Wink
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Prime_8
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« Reply #358 on: September 25, 2013, 08:58:33 PM »

LOL cool
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JDog053
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« Reply #359 on: September 26, 2013, 09:52:26 AM »

Not much I can really add to this project Masked, it looks amazing and you've done a fantastic job so far Smiley
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