New models added to the world. Modeled, rigged and animated in blender.
Here is a eagle high above ground.
http://i.imgur.com/ONGkr.jpg
Progress:
Project Progress - Forging Life
Beautiful picture :).
Hi
I just added ambilight to the world to make the lightning a bit more realistic, and it actually looks better. You can now see the morning is a bit more bright than it is in the video, plus the shadow areas on the objects and trees, are more lit up.
As day progress, i’ll tone down the ambilight a bit. (not implemented in the pics)
Morning:
http://staugaard.org/billeder/morning.jpg
Daylight:
http://staugaard.org/billeder/day.jpg
Evening:
Looking great! Good job guys, really.
Looks awesome!
Great stuff, keep the updates coming
Have you guys checked out @androlo 's plant generation library yet? Some patches of grass would break up those flat terrains real nicely.
@staugaard: That looks absoultely amazing! How do you handle the tree’s? Especially the tree’s in the “bird”-image looks somehow as if you used billboards there and on the last images it looks more like geometry…
@erlend_sh: Has androlo already released his lib? Crossreading the post I didn’t find any link…
@ttrocha said:
Has androlo already released his lib? Crossreading the post I didn't find any link..
It should be available as a plugin called "JMEPaging", after installing that you can add a library (also called JMEPaging I think) to your project (Project Preferences->Libraries) to use it.
@Normen: Ah right, I remember that I saw it somewhere! Thx for pointing that out
@ttrocha:
The trees are just models made in Blender. The branches and leafs are flat planes in the model. I am not entirely happy with the leaf-texture so far. It does look very flat and it needs a bit more structure. I might make a detailed 3d-branch in blender use a render of that as a texture. If you have any ideas on how to improve them we will gladly listen
By the way right now we always show the models in full detail with no lod and no billboarding so that will need to be sorted at some point.
@erlend_sh said:
Great stuff, keep the updates coming :)
Have you guys checked out @androlo 's plant generation library yet? Some patches of grass would break up those flat terrains real nicely.
Not yet, but we'll have a look at it for sure.
I’ve just been playuing around with @androlo 's great “paged geometry style” vegetation generation, and its actually look quite nice. We will definitely use it. We are going to ajust it with new textures and implement it prober into our terrain generator.
Here have a look at it:
And thanks to androlo, for the great work
A hiding rabbit - and getting to near will scare it, and it runs of…
Also made use of more grassLoaders…
heh awesome
Just realized that no picture of our water have been shown.
So here it is.
Notice that the gui elements of the stats and equipment are gone. They now appear when you enter mouse-mode. (TAB)
Looking REALLY nice
Wow this is so nice.
I saw you use ambient lights and I know there’s an issue with ambient lights in grass shader. I’m changing grass to use multipass now tho. With extra lights that means a bit more strain on the GPU but its safer.
EDIT: Also you say “used more grassloaders” - are you aware you can use one grass loader but with several grass layers? just keep doing grassLoader.addGrassLayer(Material urMat). It’ll sort things out automatically, and you use only one paging engine, one paging thread etc.
Just asking because if there’s any miss-understanding I’ll update the tutorial.
@androlo said:
Wow this is so nice.
I saw you use ambient lights and I know there's an issue with ambient lights in grass shader. I'm changing grass to use multipass now tho. With extra lights that means a bit more strain on the GPU but its safer.
EDIT: Also you say "used more grassloaders" - are you aware you can use one grass loader but with several grass layers? just keep doing grassLoader.addGrassLayer(Material urMat). It'll sort things out automatically, and you use only one paging engine, one paging thread etc.
Just asking because if there's any miss-understanding I'll update the tutorial.
Hi
Thanks for the comment. We have noticed that our grass sometimes looked wierd, that may be the ambient light issue. Great to know.
Regarding the grassLoaders, then I havn't misunderstood the tutorial (as it is written now)... Remember I made use of your plugin pretty early after you released it, han havnt really looked at the tutorial since the early stages. But reading it now, its so much more clear.
I make use of 3 foresters, each with a grassLoader :) (as I recall, im on work now, so cant check it)...I'll change it to one forester and just add layers to the loader. That will probably also increase fps a bit.
Thanks... And cant wait to use the TreeLoader :)
Just added bubbles when the player finds him self under water. I may be hard to see it on this fairly low quality picuture. Made use of particles.
Been working on mining, and here is the result. I’ve been mining a lot, as the picture shows
Hitting the granite, causes small debris to spawn as visual effect, but in the end a useable rock will loosen from the granite and fall to the ground. When the useable rock loosens, depends on the quality of the pickaxe, you mining skill and the hardness of the granite.