ZylonBane on 11/10/2012 at 22:52
Looks like you're not using cube maps, hence all the warping/snapping artifacts on the env maps.
vurt on 11/10/2012 at 23:17
Quote Posted by ZylonBane
Looks like you're not using cube maps, hence all the warping/snapping artifacts on the env maps.
That's correct, it's just a single texture, it's not final :) does it improve the hard edges the objects gets too?
ZylonBane on 11/10/2012 at 23:29
I'm not sure what you're referring to.
vurt on 11/10/2012 at 23:39
The engine has a smoothing shader that you can add to remove the hard edges of an object (im sure you know this). This shader is removed when adding a env map i noticed, well at least it appears that way.. maybe adding a cube map fixes it too.
ZylonBane on 11/10/2012 at 23:54
Quote Posted by vurt
The engine has a smoothing shader that you can add to remove the hard edges of an object (im sure you know this).
This is the first I've heard of any such thing. :weird:
Maybe envmaps break FSAA?
vurt on 12/10/2012 at 00:12
You must have converted objects, you can choose to export and make the object use either phong or gouraud shader. I'm pretty sure i've even seen you discussing these two shaders and which to use.
No it wasnt FSAA that was the problem, i'm not talking about "stairs", but hard edges, like a rounded object that instead turns square'ish.
edit: ok, did a cube map, looks really nice now (the candle holder is still a bit square because of how it reflects on the hard surfaces, but i guess you can't "fool" the engine with the reflections). a bit too nice maybe because you can now make out the details and you can see it doesnt match the surroundings heh (for the water)..
LarryG on 12/10/2012 at 00:18
Back to the water in the stream, I'm not certain that I've ever seen a stream or river that crystal clear. Still water in lakes, yes, can be crystal clear, but streams and rivers always have silt they are carrying downstream and are much less transparent because of it. If I recall correctly there are two animated textures for each color of water, one for looking at from above and one for looking through when swimming underwater. The underwater one needs to be semi-transparent for visibility while swimming. The above water does not.
vurt on 12/10/2012 at 00:23
the game unfortunately doesnt use different waters for streams and lakes (AFAIK), i wish it did because like you say a stream doesnt look like a lake. How transparent it is depends on depth too, the stream isnt too deep in the game, i've seen plenty of images of quite clear streams.
People have requested transparent water so that they can see what's below.
Edit: hmm maybe the green water (grim/grout) is used for the bigger ponds and the blue for streams? I guess i need to get to more places with water..
ZylonBane on 12/10/2012 at 00:26
Quote Posted by vurt
You must have converted objects, you can choose to export and make the object use either phong or gouraud shader.
Oh, you meant polygon edges. I thought you meant on-screen edges. Even though the object converter understands the "PHONG" material type, it interprets it as Gouraud. Dark doesn't support Phong shading (that's "shad
ing", not "shad
er"; Dark also does not support shaders).
vurt on 12/10/2012 at 00:31
ah, thanks for the correction. i've always though it was a shader type.