[img]http://www.aramation.com/games/wp-content/uploads/2008/07/image.png[/img](http://www.nordicnode.com/wp-content/uploads/2008/05/glest1.jpg)0AD: Try out the new beta of this, Their models/textures are well done but comparably (or even less) detailed than Glest, what makes them look awesome is the scale, good use of textures/palette and most importantly lighting. Play with the sandbox a bit to see what i mean!Full agreement. I think the lighting, water, and shadows make a HUGE difference. In fact, much of the realism depends on the lighting, etc;
[img]http://www.spring1944.org/images/screens/32.jpg[/img] SPRING VS 0.A.DA skybox would also make Glest look awesome....Agreed! The black background really does not work. Or at least a sphere with a sky texture on it would be a large improvement.
Indeed, without better lighting, normal maps wouldn't make much (if any) difference.True plus units would be so small that the normal map bump effect would not be noticeable. What would be more noticeable would be bloom effects on metallic objects, windows, water and ice. Normal maps work better for more closer to camera action such as FPS. Many Commercial RTS (Comand and Conquer 3, Red alert 3, Age of Empires 3) use bloom effects.
Quote from: Psychedelic_hands on October 28, 2010, 03:36:22
A skybox would also make Glest look awesome....
Agreed! The black background really does not work. Or at least a sphere with a sky texture on it would be a large improvement.
always the same reply for this:
1. It will cause serious performance trouble
2. it will change the whole gameplay. Its not Spring, its glest and i like it :P
But wouldn't it improve ground textures even more?My intuition says "tremendously".
[img]http://img43.imageshack.us/img43/8303/samplebz.jpg[/img]
[URL=http://img574.imageshack.us/i/detailmap3.jpg/][IMG]http://img574.imageshack.us/img574/4303/detailmap3.th.jpg[/img][/URL]The Detail Map used (512x512)[URL=http://img220.imageshack.us/i/terraintexture.jpg/][IMG]http://img220.imageshack.us/img220/290/terraintexture.th.jpg[/img][/URL]The base texture used (1024x1024)
If making the normal maps isn't too difficult, I think this would definately be worthwhile (for big buildings).'
If making the normal maps isn't too difficult, I think this would definately be worthwhile (for big buildings).
I'm just thinking.... Glow maps and Specular maps, would be amazing.....Er, probably the fact that glest models have no support for normal maps yet? :|
But also, I want to try this out for myself... I've made a Normal map for one of my buildings, linked it as a texture... hit the Normal map button, yet I can't see any affect on the model... Am I doing something wrong? :-[
I'm just thinking.... Glow maps and Specular maps, would be amazing.....Er, probably the fact that glest models have no support for normal maps yet? :|
But also, I want to try this out for myself... I've made a Normal map for one of my buildings, linked it as a texture... hit the Normal map button, yet I can't see any affect on the model... Am I doing something wrong? :-[
Hailstone has added some experimental shader code to GAE, and made normal maps for the castle, defence tower and mage tower. I wasn't expecting to see a massive difference, but I think the castle definitely looks better, and this might be worthwhile for buildings (I certainly wouldn't bother for the smaller mobile units though).Part of it looking better is because of the per pixel lighting instead of the per vertex lighting that the fixed function pipeline uses. It's also good for units but they only seem to appear when they animate; try killing the initiate and see how it looks lying on the ground. I haven't used tangent space lighting which might make it look better. I've tried generating them on the fly but it would be better to have them in the model format so they can match a high polygon model and it would speed up load times since they aren't being generated on load.
No word yet on how he made the normal maps... Presumably he found some cool tool to do it from the diffuse texture ? ?
If making the normal maps isn't too difficult, I think this would definately be worthwhile (for big buildings).
I haven't tried in glest yet... I mean in blender....