Mythruna

Player's Corner => Gallery => Topic started by: pspeed on March 11, 2013, 10:36:45 PM



Title: Better near/far blending...
Post by: pspeed on March 11, 2013, 10:36:45 PM
Better near/far blending (except the water): http://i.imgur.com/C2wVr77.jpg

(http://i.imgur.com/C2wVr77.jpg)

For the water, I need to fix the refractive index first and then I will tune the background water to better match that.


Title: Re: Better near/far blending...
Post by: pspeed on March 12, 2013, 01:27:48 AM
Getting closer...

Near seamless blend: http://i.imgur.com/D5eBZLW.jpg Need to mess with some things but it's promising.

(http://i.imgur.com/D5eBZLW.jpg)


Title: Re: Better near/far blending...
Post by: pspeed on March 12, 2013, 04:11:57 AM
While I'm on the subject... something interesting about the new far horizon stuff...

This is a picture taken a few meters off from where I planned the new spawn point to be on the public server.  Same coordinates in my test world anyway.

From there you can see the big hill behind default spawn.  I've pointed to it in red.
(http://i.imgur.com/Y8dl8sg.jpg)

This is neat because a) it's nice that we can see that far, and b) if you have an affinity for it the terrain starts to become recognizable even at a distance.

The new engine doesn't have a map feature yet but I can still find my way around as long as I'm within 1 km or so of spawn hill.


Title: Re: Better near/far blending...
Post by: belgariad87 on March 12, 2013, 04:13:53 AM
i still say that this is the best thing you could do for the scenery aesthetics. the wideness of the world is just so... easily noticeable now.

also, i have no affinity toward that spawn point  :) i just like to walk around.


Title: Re: Better near/far blending...
Post by: pspeed on March 12, 2013, 04:20:27 AM
i still say that this is the best thing you could do for the scenery aesthetics. the wideness of the world is just so... easily noticeable now.

also, i have no affinity toward that spawn point  :) i just like to walk around.

I meant an affinity for remembering terrain formations. :)  I agree about the wideness.  This is also going to let me have much bigger land masses.  I tried it before but they were too lame when you could only see 128 meters.  Now vast deserts and stuff are possible.

re: spawn location.  The plan is for the new engine to have the building layer added even if I'm not populating it with buildings yet.  If I do that then I will at minimum plop down the new spawn tower... which means spawn location will move in new worlds regardless.  But I think the algorithm ends up putting the tower on top of that big hill behind spawn.  It places the near-spawn town down in the valley to the south west.

At least that's what it did when I was playing with it before. :)


Title: Re: Better near/far blending...
Post by: belgariad87 on March 12, 2013, 04:38:47 AM
Now vast deserts and stuff are possible.
i got (good) chills picturing this  :D vast "biomes" will really add something to mythruna that absolutely nothing else can.

re: spawn location.  The plan is for the new engine to have the building layer added even if I'm not populating it with buildings yet.  If I do that then I will at minimum plop down the new spawn tower
you mean your doing that... soon??? so does that mean we can move the spawn tower..?

moving our spawn... tis an outcome devoutly to be wished.


Title: Re: Better near/far blending...
Post by: BigredRm on March 12, 2013, 11:24:29 AM
Wow this looks wonderful! You're doing great work Paul!


Title: Re: Better near/far blending...
Post by: BenKenobiWan on March 12, 2013, 12:46:11 PM
Getting closer...

Near seamless blend: http://i.imgur.com/D5eBZLW.jpg Need to mess with some things but it's promising.

(http://i.imgur.com/D5eBZLW.jpg)
In the top picture, I think the water looks too uniformly bright blue. The evening pics all look really great, though.


Title: Re: Better near/far blending...
Post by: Moonkey on March 12, 2013, 03:10:31 PM
Getting closer...

Near seamless blend: http://i.imgur.com/D5eBZLW.jpg Need to mess with some things but it's promising.

(http://i.imgur.com/D5eBZLW.jpg)
May I ask what the giant pillars from the water are for?


Title: Re: Better near/far blending...
Post by: pspeed on March 12, 2013, 03:18:31 PM
I was using them for something else a few months ago.  This is a copy of my test world so has various things laying around.

In this case, I was trying to judge distance of tiles versus whether I'd be able to see large physical objects there at a given distance... or how strange it would be for them to pop in.  I was trying to figure out how big to make one layer of physics zones.