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#3061175 - 07/27/10 06:52 PM Re: Welcome to Afghanistan - A developers diary [Re: AD]  
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Stratos Offline
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Looks pretty cool and more realistic in my own image of Afghanistan smile


-Sir in case of retreat, were we have to retreat??
-To the Graveyard!!

sandbagger.uk.com/stratos.html
Inline advert (4th to 5th topic)

#3061240 - 07/27/10 08:27 PM Re: Welcome to Afghanistan - A developers diary [Re: Stratos]  
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Looks good. Should give players a better sense of speed as well.

#3061656 - 07/28/10 06:05 AM Re: Welcome to Afghanistan - A developers diary [Re: Lemon]  
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hovering Offline
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Aus
The addition of the sparse trees look great.

Are they rendered the same for each player in multiplayer so can they could be used to identify a target location?

#3061700 - 07/28/10 08:31 AM Re: Welcome to Afghanistan - A developers diary [Re: hovering]  
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Trees are not randomly generated, they are consistent across clients.


Richard - You Have Control
Tricubic Studios Ltd. (dev blog)
#3061721 - 07/28/10 09:50 AM Re: Welcome to Afghanistan - A developers diary [Re: Flexman]  
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AD Offline
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Quote:
Trees are not randomly generated


That's a potential for 'understatement of the year award'!

Cheers


Judge, jury and executioner of Tricubic's art department.

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#3061963 - 07/28/10 04:29 PM Re: Welcome to Afghanistan - A developers diary [Re: AD]  
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hovering Offline
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Aus
ah.. 'the Gardener of Afghanistan' eh!

Thanks.

#3062151 - 07/28/10 07:50 PM Re: Welcome to Afghanistan - A developers diary [Re: hovering]  
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64 bytes per per tree, he hand places, waters and tends to every single one.


Richard - You Have Control
Tricubic Studios Ltd. (dev blog)
#3062986 - 07/29/10 06:42 PM Re: Welcome to Afghanistan - A developers diary [Re: Flexman]  
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citizen guod Offline
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"AD, what did you do today?"

"Spent some time planting trees and working in the garden."

wink


Wisdom is knowing what's enough
#3063458 - 07/30/10 08:43 AM Re: Welcome to Afghanistan - A developers diary [Re: citizen guod]  
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I've been watching a few episodes of Ross Kemp in Afghanistan (Return to Afghanistan actually) and they show quite a bit of Helmand, en Afghanistan as a whole. Perhaps you have already seen it, or it doesn't add anything, but I thought I'd mention it anyway.

#3063471 - 07/30/10 10:14 AM Re: Welcome to Afghanistan - A developers diary [Re: qrazi]  
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In the darker moments when we need cheering up, we visit http://www.rosskemp.co.uk/ for a giggle.

"Ross Kemp believes all forms of transportation should have tank tracks in order to be effective." tanksalot

Oh my sides. hahaha


Richard - You Have Control
Tricubic Studios Ltd. (dev blog)
#3063532 - 07/30/10 12:58 PM Re: Welcome to Afghanistan - A developers diary [Re: Flexman]  
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qrazi Offline
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You shouldn't have given that link, just wasted half an hour on it... smile

#3063821 - 07/30/10 08:35 PM Re: Welcome to Afghanistan - A developers diary [Re: qrazi]  
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Who the heck is Ross Kemp? lol


Afterburners are for wussies...hang around the battlefield and dodge tracers like a man.
#3064099 - 07/31/10 05:03 AM Re: Welcome to Afghanistan - A developers diary [Re: Raptor9]  
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AD Offline
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Note #18

There's been some debate within the team about vegetation and how to get it looking better at medium ranges. We have some fantastic high poly vegetation that can only be rendered at close range and thankfully the Leadwerks Engine offers automatic vegetation billboard creation (low-poly distance trees). Unfortunately it renders the vegetation billboards without shading, that is without any kind of lighting or shadowing. The result is a flat face with a flat texture. It contrasts heavily with the high poly 3d models creating a heavy LOD pop when switching between the two. These flat billboards also create a flat looking scene.

The initial attempt to rectify this contrast (flat vs shaded) was to render the high poly trees to texture and create low poly statically lit 3d models.



These low poly models render extremely quickly and can render shadows onto the ground but they appear jagged at anything other than far range.

The answer to the issue appears to be a hybrid of pre-rendered/lit trees combined with the billboarding system.



As you can see in the middle row the trees without shadows are 2 poly billboards and the trees with shadows are several thousand poly 3D trees being rendered with shadows and highlights. The billboards blend in quite well with the 3d.

Cheers

Last edited by AD; 07/31/10 05:06 AM.

Judge, jury and executioner of Tricubic's art department.

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#3064571 - 08/01/10 03:31 AM Re: Welcome to Afghanistan - A developers diary [Re: AD]  
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Note #19

I'm slowly working my way up the map adding more detail to existing target areas. The area below is a market town about half way up the main road leading towards Herat city.













Cheers


Judge, jury and executioner of Tricubic's art department.

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#3064648 - 08/01/10 08:31 AM Re: Welcome to Afghanistan - A developers diary [Re: AD]  
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AD Offline
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Note #20

Lots more micro sized greenzones.



The town of Qaleh, south of Camp Stone.





And some more work on the larger greenzones.



Cheers


Judge, jury and executioner of Tricubic's art department.

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#3065256 - 08/02/10 03:58 AM Re: Welcome to Afghanistan - A developers diary [Re: AD]  
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looks great! especially those first couple in update #19, really cool.

#3065341 - 08/02/10 08:39 AM Re: Welcome to Afghanistan - A developers diary [Re: speck01]  
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Looks like a good solution with the trees. Looking forward to see it in motion. :-)
Did I say yet that I love these shots with the mountains in the background? ;-) Man, I can`t wait to see some AA-vehicles rolling trough the towns.

#3065822 - 08/02/10 10:49 PM Re: Welcome to Afghanistan - A developers diary [Re: EagleEye[GER]]  
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Looks good! Have you looked into using Spherical Harmonics to render fast soft shadows? Works great in static scenes like landscapes and/or on trees:
http://www.cs.columbia.edu/~cs4162/slides/spherical-harmonic-lighting.pdf

there's also the simpler ambient aperture illumination. not as flexible (can only calculate shadows from a single source, usually the sun):
http://developer.amd.com/media/gpu_assets/Oat-AmbientApetureLighting.pdf


. A pig that doesn't fly is just a pig. - Porco Rosso
. Windows 8, Intel Core 2 Duo E8400 3ghz, 8GB RAM
. GeForce 560 640mb @ 1920x1200 32bpp 96dpi
. TrackIR 3 Vector, Logitech G940 & G25
#3065833 - 08/02/10 11:12 PM Re: Welcome to Afghanistan - A developers diary [Re: pakfront]  
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Getting exciting...


FTX Global
#3069289 - 08/08/10 08:33 AM Re: Welcome to Afghanistan - A developers diary [Re: Dervish]  
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Note #21

Herat is chock-a-block with historical sites and beautiful aging mosques. One of the finest is the Goharshad mosque.

http://en.wikipedia.org/wiki/Goharshad



The Friday mosque of Herat



Cheers


Last edited by AD; 08/08/10 03:19 PM.

Judge, jury and executioner of Tricubic's art department.

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