![]() ![]() A consequence of this was that the leaves and bushes weren’t being written into the normal buffer which is what SSAO uses to apply its shadowing effect, instead the effect was applied to the objects behind giving them effectively outlining these objects through the leaves. To solve this I changed our SSAO method over to a different implementation that doesn’t depend on the normal buffer. This was occuring because the leaves translucency required them to be drawn after the deferred pass so they had data about the background color to apply the translucent lighting. I fixed the problem of tree leaves and bushes appearing ‘see-through’ when using deferred rendering combined with the SSAO effect on. Hey Hurtworldians! This week I’ve been helping to sync up our base content with legacy hurtworld as well as chasing down some elusive bugs. The other vehicles should look fine with these also. I checked these on the Kanga and Roach as they have fairly different shapes/surface area. They are hand picked by me to look good, and not like, er… cancer. These will be used until we build the UI customisation section. I also got stuck into selecting some colours for the vehicles. Still a ways from the final product but will be great to see a good map back in V2. We did some play testing on Friday of the new map and it was pretty good. I’m getting close to being happy to start the high poly modeling. Helicopters are not mainstream consumer vehicles, so the information available on them is limited to people with businesses that run/fix them, enthusiasts and rich peeps. All the blueprints for the Huey seem to be wrong, so I have been back and forthing between blueprints and photo’s and measurements from chopper enthusiast’s websites. I am making sure that the scale suits the Huey proportions which is weirdly a hard hard thing to do. So I spent a lot of time messing with the chopper’s proportions last week. Once we lock down our new content targets we will do a heavy optimization pass on foliage and creatures, fear not. Perf is currently pretty ratshit, the new map has very high creature and tree density which feels really good if you can pull 60fps. Eventually I plan to do this calculation on the fly at runtime. Currently this tool is only usable for us, so modded items will have to explicitly specify their amber protection cost in the data provider. ![]() This week I’ve been working on automating the amber protection cost calculation to be based on source materials as well as boring content configuration stuff. Cow_trix has done a great job bringing everything together on that front and it should really bolster the playability of this build. ![]() The new map is also coming together amazingly. Tomorrows build will be our foundation, with some really exciting stuff to come. I mean who wants to upgrade, paint, name, pimp an item if its only gonna die on you in a few hours of use. Having items be valuable again has really opened our design options up for utilizing all the amazing tech we’ve built over the last year to do with item customization. I’m confident that the direction we are heading is the right one. Hi Guys, we’ve been making awesome progress on this weeks build. ![]()
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