Author Topic: Graphical comparison to todays RTSes  (Read 9691 times)

Psychedelic_hands

  • Guest
Re: Graphical comparison to todays RTSes
« Reply #25 on: 7 December 2010, 08:40:53 »
I'm just thinking.... Glow maps and Specular maps, would be amazing.....

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?  :-[

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Graphical comparison to todays RTSes
« Reply #26 on: 7 December 2010, 09:07:23 »
I'm just thinking.... Glow maps and Specular maps, would be amazing.....

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?  :-[
Er, probably the fact that glest models have no support for normal maps yet? :|
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

Psychedelic_hands

  • Guest
Re: Graphical comparison to todays RTSes
« Reply #27 on: 7 December 2010, 09:10:19 »
I'm just thinking.... Glow maps and Specular maps, would be amazing.....

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?  :-[
Er, probably the fact that glest models have no support for normal maps yet? :|

I haven't tried in glest yet... I mean in blender....

hailstone

  • GAE Team
  • Battle Machine
  • ********
  • Posts: 1,568
    • View Profile
Re: Graphical comparison to todays RTSes
« Reply #28 on: 7 December 2010, 11:16:03 »
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).

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).
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.

I used the GIMP plugin. It's the same as the Nvidia plugin for photoshop if I remember correctly. There's also a command line ATI tool if someone wanted to do a batch job.

I'll add other features later. Right now the shader only works for units with team colour and normal maps. To add a normal map add _normal to the end of the  colour texture name (eg texture_castle_normal.tga) and in the same location as the colour texture.
Glest Advanced Engine - Admin/Programmer
https://sourceforge.net/projects/glestae/

wciow

  • Behemoth
  • *******
  • Posts: 968
    • View Profile
Re: Graphical comparison to todays RTSes
« Reply #29 on: 7 December 2010, 11:32:04 »
I haven't tried in glest yet... I mean in blender....

To assign a normal map just add a texture to the objects material (as per usual for g3d exports) but hit the "normal map" button.
Then go to the "map to" tab, deselect "col" and select "nor".
The normal mapping will only show up when the object is rendered, not in the normal veiwports.
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

Gabbe

  • Guest
Re: Graphical comparison to todays RTSes
« Reply #30 on: 7 December 2010, 14:12:32 »
This is kind of basic hands, but have you turned on GLSL?