Alternative terrain texturing

MrCoder said:

better textures(not programmer art) + more differences in the splatting(more textures and more complex splat-alpha) really help removing the visual repetition...as does objects like vegetation etc


yes! better texture is one way, i use. (512*512 and 1024*1024)

@madlion:

The code for the tiles-demo is posted in the forum. Only one texture is used to become this effect seen in the screenshot above.  The combination of tiles and shader is a tool you looking for ?!

---

Im working on this, but GLSL is not my big friend  :'(
I don't understand all the details to use glsl in jme.

for example:
I need a simple bumpshader. Ok, i find a exsample in ATI's Rendermonkey. The shader run without errors in jme, but looks different as in rendermonkey. To bright and clipping in specular, etc.

Its try and error programming at the moment.  :(

I think i do not understand what you are using now… or as we sometime say in german "Ich stehe auf der Leitung" (in english "I' m standing on the line")…



The latest screenshot is using a shader, right? Ok. What does the shader so?

You are using only one texture? So is guess the texture is pregenerated and not of the shader?



Yes, is think of a wang-tiles shader implementation. But i'm not sure if this would give me any benefit.

No.



the shader use 2 texture-units and the vertex-height for blending.



the tile-demo use one texture for the tiles.



you can use tilebased texturing for the basic texture of the terrain (grass and rocks). It looks good. Then use the shader for more detail and splatting. (roads, mud, sand)



And then… use object for vegetation.



thats it's.  8)

IT's also used in Warcraft III.

Now i understand. Ok so your shader is doing the same as our.



I don't want to pregenerate a big terrain texture. If you have a really big terrain this could be a problem. Ok, you may think of a texture per terrain block to minimize the texture size. I do not kown but what about block transitions? This could be a problem.

I also plan to use shader for more detail and roads etc…

With tilebased mapping you need only one texture for an unlimited range of terrain. And with a minimum visual repetition.



Looks like this here:



http://jxg-tech.mi-studios.de/testTiles.jnlp



use it for terrain variation of grass ore sand. and then blend it over in a detailed texture for rocks in the shader.



that is the plan…

Hi, havent been on for months (boring web development, but I gotta pay the bills somehow :|)



Anyway, glad I decided to look in again as this looks really interesting and I look forward to seeing this developed further as it may offer a viable solution for making a Civ 4 like engine for strategy games.



Cheers,



Chad.

Good news today.



My little baby-girl has given me time to update my terrain shader and here are results from my jme-test:



sunny day



http://jxg.mi-studios.de/index.php?option=com_zoom&Itemid=50&page=view&catid=1&key=3&hit=1



later at day



http://jxg.mi-studios.de/index.php?option=com_zoom&Itemid=50&page=view&catid=1&key=4&hit=1



sunset



http://jxg.mi-studios.de/index.php?option=com_zoom&Itemid=50&page=view&catid=1&key=5&hit=1






Really nice screenshots. ^^

some work is done and it's time for a new demo:



http://jxg-tech.mi-studios.de/


Sorry, all I got was a black window.



Geforce 4Ti. Vertex shader 1.0 and pixel shader 1.1 I think… not sure…



How about some screenies?  :slight_smile:

Ok, your gforce can't handle the WaterShader i'm using in the demo. sorry. it will be fixed later on this day.

Tobias said:

Sorry, all I got was a black window.

Geforce 4Ti. Vertex shader 1.0 and pixel shader 1.1 I think... not sure...

How about some screenies?  :)


Test again.


...snip...
2006-nov-13 14:36:44 com.jme.scene.Node attachChild
INFO: Child (MeshPage4Page4Page4Block1) attached to this node (MeshPage4Page4Page4)
2006-nov-13 14:36:44 com.jme.scene.Node attachChild
INFO: Child (MeshPage4Page4Page4Block2) attached to this node (MeshPage4Page4Page4)
2006-nov-13 14:36:44 com.jme.scene.Node attachChild
INFO: Child (MeshPage4Page4Page4Block3) attached to this node (MeshPage4Page4Page4)
2006-nov-13 14:36:44 com.jme.scene.Node attachChild
INFO: Child (MeshPage4Page4Page4Block4) attached to this node (MeshPage4Page4Page4)
2006-nov-13 14:36:44 com.jme.scene.Node attachChild
INFO: Child (MeshPage4Page4Page4) attached to this node (MeshPage4Page4)
2006-nov-13 14:36:44 com.jme.scene.Node attachChild
INFO: Child (MeshPage4Page4) attached to this node (MeshPage4)
2006-nov-13 14:36:44 com.jme.scene.Node attachChild
INFO: Child (MeshPage4) attached to this node (Mesh)
2006-nov-13 14:36:44 com.jme.scene.Node attachChild
INFO: Child (Mesh) attached to this node (rootNode)
2006-nov-13 14:36:46 com.jme.scene.state.lwjgl.LWJGLShaderObjectsState checkProgramError
SEVERE: null
...snip...



Same blank screen as before, and shutdown after a few seconds. Keep 'em coming, I can test until you get it running.  :)

a supported-shader-test is not implemented yet in this demo. Your graphics-card can’t handle the shaders i’m using.



here are little screen from demo:

http://jxg.mi-studios.de/index.php?option=com_zoom&Itemid=50&page=view&catid=1&PageNo=1&key=5&hit=1

Ok.



Quite nice screenshot there, a tad too obvious tiling of textures though.

yes.



The ground is a little bit regular. It will be fixed in the next version coming the next two weeks. The current version looks good for 1st person perspective games. look another screenshot on my homepage-gallery (www.mi-studios.de) It shows the first person version.



the current development version includes bumpmapping on rocks, and it looks very nice. The best of all. it brings 220fps on my ATI 9700 Mobile graphics card and 600 fps on my gforce7800gs.


Tobias said:

Sorry, all I got was a black window.

Geforce 4Ti. Vertex shader 1.0 and pixel shader 1.1 I think... not sure...

How about some screenies?  :)


here an link for feature comparsion

http://en.wikipedia.org/wiki/Comparison_of_NVIDIA_Graphics_Processing_Units#GeForce_4_series

Update.



New Screens from the actual shader-development published.



Look here:

http://jxg.mi-studios.de/index.php?option=com_zoom&Itemid=50&catid=1&PageNo=1







changes:

  • remove visual texture-repeat
  • bumpmapping added

which bumpmapping technique?