Elvas Tower: Terrain texturing experiments - Elvas Tower

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Terrain texturing experiments Rate Topic: -----

#11 User is offline   charland 

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Posted 28 January 2012 - 02:15 PM

Hi Wayne,

This looks great, just wondering if this work from a moving train or a camera following a moving train.

Paul :-)

#12 User is offline   wacampbell 

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Posted 28 January 2012 - 02:32 PM

View PostGenma Saotome, on 28 January 2012 - 02:01 PM, said:

What does it look like from high angles?


There's a couple of high angle shots there. It doesn't look bad. But I'll give the 'W' panels a try.

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just wondering if this work from a moving train or a camera following a moving train.


It looks great from a moving point of view - no problems.

#13 User is offline   dantheman 

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Posted 28 January 2012 - 03:40 PM

Could snow accumulation use a similar effect? Also for the route editor people, just have it so that we can define the regions and what we want in them.

#14 User is offline   Genma Saotome 

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Posted 28 January 2012 - 04:22 PM

Looking closely you can sometimes pick up on where the polys are located:

Attached Image: 3288-1-1323566363.jpg:

It's easier in-game because you can zoom in on what you want. For some strange reason there are hardly any internet hosted screenshots of individual plants....

#15 User is offline   longiron 

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Posted 29 January 2012 - 12:13 PM

Wayne,
Very impressive. It looks so much more realistic than the "flat" MSTS terrain, or the very obvious cruciform shapes.

#16 User is offline   wacampbell 

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Posted 29 January 2012 - 12:17 PM

View PostEldorado.Railroad, on 29 January 2012 - 11:57 AM, said:

Can't help but notice the buildings that are "to be ignored"! Unless the shadow engine has been upgraded to something spectacular, it looks like some good old "ambient occlusion" has been added to them.

Yes, I am coming to realize AO is critical to a good look.

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What size and distance settings are being used for the shadow map? Gaussian blur enabled?

I think I have Jame's default values:

ShaderModel = 0
ShadowAllShapes = False
ShadowMapBlur = True
ShadowMapCount = 4
ShadowMapDistance = 0
ShadowMapResolution = (registry) 2048

I am pretty happy with the shadow code Jame's wrote. I am using it as is, but I've tweaked the lighting calculations a bit to give a little more contrast.

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Does this procedural vegetation receive or cast shadows?

As coded now, the grass receives shadows. And it casts them depending on the shadow setting in the world file. In my case I disabled casting since they are so close to the ground.

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The other observation is that FPS is pegged at 60 FPS, are you using VSYNC here?

Yes, its less strain on my PC. I made a quick check and if I disable VSYNC it spins up to 166 FPS for this simple scene.


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On experimental runs of OR at present, it caches things like "loose consists" even if those items will only be seen once in the traversal of the route

Then a bug has crept into the code. I know at one point I had it properly disposing of texture and shape resources as they moved out of viewing range.

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Interesting development here, and the need for OR to have some semblance of a route editor is becoming more acute to handle the sophisticated stuff that the MSTS Route Editor was never designed for.

No doubt.

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Thanks for glimpse into the future,

Every now and then I have to come up from the basement and have some fun running a few trains and taking some screenshots.

#17 User is offline   Genma Saotome 

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Posted 29 January 2012 - 12:46 PM

Wayne, you might find this short article on animating grass worthwhile: http://developer.nvi...es-waving-grass

BTW, you've turned off your personal messenger and nobody can send you PM's (that's why I'm posting this). I had several OR people come to me in the last month asking "Why can't I send Wayne a PM?".

#18 User is offline   Noisemaker 

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Posted 29 January 2012 - 05:38 PM

So it sounds similar to using a Forest Region in MSTS in a way? But looks more impressive than what's going on in RS and RW Wayne. Something about the grass and vegetation I've seen on those just irks me. Can't say it's better than MSTS - just 'different'. Whereas your pic's and noodlings really make a WORLD of difference! 12 years in the making, and leave it to Wayne to trump Microsoft and Kuju and Trainz et al.

When art and science meet like that, you gotta name it 'Leonardo Da Campbell'. ;)

#19 User is offline   James Ross 

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Posted 30 January 2012 - 10:26 AM

View Postwacampbell, on 29 January 2012 - 12:17 PM, said:

Then a bug has crept into the code. I know at one point I had it properly disposing of texture and shape resources as they moved out of viewing range.


Strange, I've never seen any evidence of that in the code or runtime behaviour. It is even one of the key aims of my Resource Manager idea. :-/

#20 User is offline   Noisemaker 

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Posted 30 January 2012 - 11:33 AM

Better take a breather James until Dan Brown finishes his book 'The DaCampbell Code'. There might be some hidden clues in it. Personally, I think it's the 'Free-simmers' fault. Mysterious MSTS cult, that needs to be exposed!

Sorry, couldn't resist again. ;)

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