Author Topic: GAE 0.4 GIT Tests  (Read 1082 times)

ChupaReaper

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GAE 0.4 GIT Tests
« on: 9 May 2011, 01:22:42 »
I read a few things about wanting testers so I decided to test my mod out a bit, it wasn't a very detailed test but here's a few things:
  • The bump mapping looks amazing now.
  • Bump mapping on tileset objects works, bump map for tiles themselves though?
  • Bump mapping on the main menu is untested but some weird colors were showing, I'll look more into it later.
  • Stealth is working perfectly but this visual is still slightly odd (some models look triangulary!) but apart from that, it's working very nicely.
  • Problems unloading units (see Bug post).
  • Unit tags (for effects, emanations, etc) are working nicely though I want to test it a bit more.
  • The new widgets work well though when trying to drag the minimap to the far top left corner it tends to stick away from the edge and can sometimes cause it to stick to the cursor as well even when the mouse button is released, reclicking the mouse unsticks it though.
  • Unit tips and other language features are working perfectly, the new widgets also mean I can put more info in the tips as the box resizes nicely now.
  • Menu logos, buttons, in fact all widgets no longer stretch on widescreen resolutions such as 1366/1360x768 which looks much better.
  • Per faction and menu mouse cursors work well.
  • Team colored particles working.
  • Produce skill works (I use it for buying and selling).
  • Old now but multibuild for walls is still working and seems to be quite stable.

I'll update this list from time to time, I'm going to be testing GAE 0.4 for the overloads (loading too much G3D) and large map bugs that I've been getting for a long time next whilst prepared for MRise 2.0 to be released, still got one unit left to do though.

wciow

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Re: GAE 0.4 GIT Tests
« Reply #1 on: 9 May 2011, 02:10:36 »
Heres a comparison of normal maps at different ranges. Bear in mind that the i created a lazy texture to normal map type map, custom normal maps from high poly models will be much better.

(click to show/hide)

It seems that normals maps are subtly visible at medium ranges (about the default range), but very noticeable when up close to units.
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

will

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Re: GAE 0.4 GIT Tests
« Reply #2 on: 9 May 2011, 06:01:03 »
they are most noticeable when the unit or camera moves, right?

bumpmaps are normally the kind of 'wow' you get when there's motion and its really tricky to make stills that show them effectively.