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Author Topic: TerrainShaderEd v0.5 - Slope based texturing, Roads, FogHeight  (Read 26050 times)

« Reply #15 on: February 23, 2010, 03:21:25 AM »
Well I hope you can figure something out!

Ignoring this problem, the results are awesome!
« Reply #16 on: February 23, 2010, 09:26:42 AM »
I did not notice any slowdown, but Im working on 2 very nice systems. I will try sometime on my laptop that is a little older.
« Reply #17 on: February 23, 2010, 01:21:53 PM »
I'm not entirely sure why there is slowdown. My laptop is relatively powerful:

2.1GHz core2duo
3GB RAM

but only 256MB geforce (which I'm guessing is the problem). I can play a lot of modern games without lag though (call of duty 4 etc) so perhaps something else is causing it!
« Reply #18 on: February 24, 2010, 01:52:39 PM »
Haven't pinned anything down yet on the performance. I tried running it in fx composer but im not very competent using that tool.

Added a couple of shots using terrainshadered_v05 on a cave, and the results were great :)
« Reply #19 on: February 25, 2010, 04:41:00 AM »
This is sooooo cool!
FPS game creator for 3drad and >2000 games GamesAtNight

cel

« Reply #20 on: February 25, 2010, 10:30:35 AM »
cool, sorry for the ignorance... how did you do those caves?
« Reply #21 on: February 25, 2010, 11:28:49 AM »
In Silo, made from one box, extruded and subdivided multiple times into a cave system with several sections. (it takes about 10 minutes to do create a relativly big cavesystem like this in Silo).
However to get best possible texturing you should have a atlas uv-mapper like Ultimate Unwrap 3d.

EDIT: you can get the original cave here : http://www.3drad.com/forum/index.php?topic=2104.0 (but it's not atals uv-mapped), if you're interested i can post the atlas-uv-mapped one here.
« Last Edit: February 25, 2010, 11:32:51 AM by shadmar »

cel

« Reply #22 on: February 25, 2010, 12:11:15 PM »
if you don't mind posting it as well,

thanks shadmar
« Reply #23 on: February 25, 2010, 12:39:18 PM »
No problem, here you go :)
« Reply #24 on: February 26, 2010, 03:01:46 AM »
About performance.

The shader actually takes the 10 textures (5 tx and 5 nm) and renders them twice blended using two different UV modes to make the terrain look good from some distance and upclose. One stretched to the master UV repetitions and one to the individual UV repeatitions per texture and normal map.
However from what I could test, removing the normalmapping on the stretched Uv repetitions improved fps from 48 to 60 on one of my tests, with almost no visible detail loss. the stretched UV mapped normalmap layers was only 1/4 amplitude of the regular ones so it wasn't very visible anyway.

This will remove about 5 of the 10 normalmap light calclulations needed with "almost" no quality loss, wghich will work better on lower systems.
I can compile a test version later this evening (I'm on GMT+1) time here.
« Reply #25 on: February 26, 2010, 11:08:46 AM »
Cool, a test version would be most appreciated. Just basically try and get it as efficient on resources as possible. You say it improved from 48 to 60 fps but since 60 is the maximum could it perhaps have improved more on an inferior system?
« Reply #26 on: February 26, 2010, 01:36:19 PM »
Ok here it is, let me know.
« Reply #27 on: February 27, 2010, 01:45:55 AM »
Ok, unless I'm doing something wrong, there's no difference at all. Both run at 25fps. Shouldn't there be a separate plugin for this altered version?
I wish I knew what was going on as the first landscape I made looked incredible.
« Reply #28 on: March 01, 2010, 02:12:29 AM »
Ahh, been away cpl days, ofcource, I will upload 2 new plugins when I come home from work later.
« Reply #29 on: March 01, 2010, 02:00:34 PM »
@chebob69
Here is a plugin test version

Adjust cQuality to use three different quality modes. Mode 3 gives best quality and slowest fps.

int cQuality = 3;
 //1 = No normal mapping                 
 //2 = One layer of normal mapping
 //3 = Two layers of normal mapping 

PS! Also consider setting MipMap LOD to 3 or more to improve framerate in the skinmesh dialog.

@Fernando :
I found a little bug too, adding multiple shaders in same script that declares float variables with same name as global float variables used in the regular script does not work unless you declare the script variables after all shaders.. really wierd. You can test by using this plugin and move global declarations to the top.
« Last Edit: March 01, 2010, 02:26:20 PM by shadmar »
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