Dungeon Hack
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Dungeon Hack
I've recently been able to find some more time to work on Dungeon Hack, our free roaming RPG inspired by the Elder Scrolls game Daggerfall.
I've been working on cleaning up and adding new features to our procedural terrain generation. I'm currently working on per texture foliage and vegetation as well as texture placement, and a reflective water plane.
And now, the real reason you visited this thread:
A tree overlooking a small lake.
Rolling hills on an overcast day.
A copse of trees on some rolling grasslands.
I've been working on cleaning up and adding new features to our procedural terrain generation. I'm currently working on per texture foliage and vegetation as well as texture placement, and a reflective water plane.
And now, the real reason you visited this thread:
A tree overlooking a small lake.
Rolling hills on an overcast day.
A copse of trees on some rolling grasslands.
- PolyVox
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stunning beauty
ARTIFEX TERRA 3D - Artist-friendly, free and easy WYSIWYG realtime outdoor scene Editor & Painter
New loader now with Ogre::Terrain support: Addons for Artifex on SourceForge
MOC - Minimal Ogre Collision & Mousepicking
Simple TerrainMaterialGenerator for the use of standard Ogre material with Ogre::Terrain
Support me on Patreon
- nikki
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The sky looks Caelumish.Captain_Deathbeard wrote:What about the sky, it looks really nice, is that just a static skybox, or is it something clever?
EDIT: Seems it aint Caeulum (sorry for the lack of apostrophes, Im on a computer on which the apostrophe key doesnt work).
Last edited by nikki on Mon Jul 28, 2008 1:19 pm, edited 1 time in total.
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Everyone wants to know what plugins I'm using so I'll answer that first. The only plugin being used right now is Walaber's OgreNewt for physics.
The sky is composed of multiple layers of sky domes: the outer has the star texture, the middle layer has the sky color, and the inner layer is the cloud layer. The sky color layer uses a texture that it scrolls through based on the time of day. Caelum didn't exist when I started this project, are they doing something similar?
The terrain is made up of blocks of terrain meshes that are built by using perlin noise. There are nine blocks that are always loaded, with the player in the center block. When the player moves blocks it destroys old blocks and loads new blocks in front. The view distance isn't where I want it to be quite yet, but I think I can quickly generate some very low resolution blocks and skip generating foliage on them.
Terrain splatting is done using a material with multiple texture and alpha maps which means I can only have three different textures as of now, which isn't enough - and it seems slow. I would like to use a vertex texture splatting shader instead that would read the R,G,B,A values of a texture to bring me up to five different textures, including the base.
The sky is composed of multiple layers of sky domes: the outer has the star texture, the middle layer has the sky color, and the inner layer is the cloud layer. The sky color layer uses a texture that it scrolls through based on the time of day. Caelum didn't exist when I started this project, are they doing something similar?
The terrain is made up of blocks of terrain meshes that are built by using perlin noise. There are nine blocks that are always loaded, with the player in the center block. When the player moves blocks it destroys old blocks and loads new blocks in front. The view distance isn't where I want it to be quite yet, but I think I can quickly generate some very low resolution blocks and skip generating foliage on them.
Terrain splatting is done using a material with multiple texture and alpha maps which means I can only have three different textures as of now, which isn't enough - and it seems slow. I would like to use a vertex texture splatting shader instead that would read the R,G,B,A values of a texture to bring me up to five different textures, including the base.
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The first shot has a simple bloom filter enabled, although right now it's more of a high-pass filter than a bloom. It will be an actual bloom once the blur pass is in.DanielSefton wrote:Any post filters? HDR? Bloom?
The sky is dynamic, the sun position changes as well as light and fog colors and the overall sky color. I still need a moon (or two) in, and then the ability to adjust the color values for different weather types.
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- Gnoblar
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Great colouring of the sky in the second screenshot. It reminds me of Ultima IX at certain times of day except much higher res obviously.
U9 sky:
http://i203.photobucket.com/albums/aa25 ... ma_9_7.jpg
http://www.rpgamer.com/games/other/pc/u ... ima9-1.jpg
U9 sky:
http://i203.photobucket.com/albums/aa25 ... ma_9_7.jpg
http://www.rpgamer.com/games/other/pc/u ... ima9-1.jpg
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I might have been looking into PLSM before, but never used it. The terrain system is the same as the one had been in your demo it's just prettier nowAyrik wrote:Wow that looks a lot better than the old demo I had on my computer. I thought you were using PLSM before though, did you change that? and why?
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Which part of the sky are you asking about? The sky color layer is the fanciest part, the skydomes uv map is squished so that the sky color texture is basically a gradient from the horizon to the top of the sky. By scrolling through the texture the colors and alpha values change throughout the day so that by night the color layer is completely transparent.crioto wrote:How did you do that?
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Yes. Caelum didn't exist, but I already wrote that paper by that time (there's only an updated version of the paper). I don't know if you read it, but definitely got an awesome sky anyways. The whole feel reminds me to WoW, but the sky is way better in Dungeon HackInterrupt wrote:The sky is composed of multiple layers of sky domes: the outer has the star texture, the middle layer has the sky color, and the inner layer is the cloud layer. The sky color layer uses a texture that it scrolls through based on the time of day. Caelum didn't exist when I started this project, are they doing something similar?
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- crioto
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Hmm. It's hard to understand for me =)Interrupt wrote:Which part of the sky are you asking about? The sky color layer is the fanciest part, the skydomes uv map is squished so that the sky color texture is basically a gradient from the horizon to the top of the sky. By scrolling through the texture the colors and alpha values change throughout the day so that by night the color layer is completely transparent.crioto wrote:How did you do that?
Maybe you show some part of this code? If it's possible, of course
Do your work, don't be stupid
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- Goblin
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The project is open source, you can just go to the Dungeon Hack website and grab the source and see for yourself how he did it.crioto wrote:Hmm. It's hard to understand for me =)Interrupt wrote:Which part of the sky are you asking about? The sky color layer is the fanciest part, the skydomes uv map is squished so that the sky color texture is basically a gradient from the horizon to the top of the sky. By scrolling through the texture the colors and alpha values change throughout the day so that by night the color layer is completely transparent.crioto wrote:How did you do that?
Maybe you show some part of this code? If it's possible, of course
- Sslaxx
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Ah, Ascension. It was OK, patched up and dialogue hack applied. The game world was beautiful for its time, too. And Forgotten World looks like it'll be enhancing this still more.Eternic wrote:Great colouring of the sky in the second screenshot. It reminds me of Ultima IX at certain times of day except much higher res obviously.
U9 sky:
http://i203.photobucket.com/albums/aa25 ... ma_9_7.jpg
http://www.rpgamer.com/games/other/pc/u ... ima9-1.jpg
As for Dungeon Hack, the screenshots give me a "Oblivion"-esque vibe, which I quite like. I'd be interested to see the dungeons, too...
Stuart "Sslaxx" Moore
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I never did get to play Ultima Ascension when it was released and now I'd have to buy it off of EBay, I'll probably never get the chance to see for myself if it was as bad as people say.Sslaxx wrote:Ah, Ascension. It was OK, patched up and dialogue hack applied. The game world was beautiful for its time, too. And Forgotten World looks like it'll be enhancing this still more.
As for Dungeon Hack, the screenshots give me a "Oblivion"-esque vibe, which I quite like. I'd be interested to see the dungeons, too...
I'll take a few screenshots of our dungeons next time I build, maybe I'll have the indoor water plane working in time for them.