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Comments (5) · Permalink · PW Development · Not rated (0 votes)
Dec 3 2007, 09:52 AM
I've been learning C++, for the past.. has it been 2 months now? Time flies. I still have -lots- to learn, but grey, minthos, mort, njpaul and corman make it ALOT easier. They deserve medals for putting up with my endless questions wink.gif

Anyways, since I'm so impatient, I dove straight into Ogre. Decided to try my hand at making a simple cloud rendering system, wich, obviously turned complicated. I'm currently planning on modeling realistic Cumulus, Stratocumulus, nimbus, cirrus, Stratus, and Nimbocumulus cloudtypes.

The basic technique wich I am utilizing was described by Niniane Wang in a paper on the Cloudsystem in FS2004 (and FSX for that matter). A quick google will bring it up if you're interested. Basically, I create a few boxes in Max, run a script that turns them into a predefined amount of planes (or billboards if you will), and then run another script wich outputs their position relative to 0,0,0 to a text file. I then parse the textfile and input the data into a Vector, wich I then utilise to create a billboard set in ogre. It's an efficient method that will be able to be used for most cloudtypes, except very large, layered cloudtypes such as stratus, or cirrus.

For lighting, Njpaul wrote me a awesome shader that takes the size of the bounding box and darkens the bottom of the cloud based on that data (so larger clouds will be darker below than smaller (height wise)). All that is left to do for cloud lightning, is a simple method of calculating a vertex position in relation to the cloud centre and light, and then using that data in the shader to light/darken the correct side. For time of day, I'm hoping colour interpolation will suffice.

Anyways, there's still LOTS of work to do, and if I actually manage to write some clean code you'll hopefully see it in the techdemo. smile.gif

Here are some images. Keep in mind that these are very very early. I just crappily generated a bunch of clouds, based on one "cloudfile", so it'll definately look much better in the future.

IPB Image


IPB Image


IPB Image
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Comments (0) · Permalink · Game Design · Not rated (0 votes)
Apr 23 2007, 03:09 PM
Been some time since my last blog. Haven't felt that I've had much on my mind that's worth posting for- still don't actually tongue.gif

I've assigned myself to work on the Caravenaserai area, and will be doing all the buildings that miken drew on his concept (found on the front page). I've completed a great deal, and it's looking real nice. Not as good as I'd like it to actually (I am only satisfied if it is picture perfect with the concept) but I found it was Ok.

I've also been working on some concept pieces, one for pandra and one for a large structure in Marr Vellis. They're both shaping up nicely and should be very usefull.

Me and Vamyen discussed the status of the Art team a little a few nights ago, spoke to Jerky and decided to setup some art meetings. The art team will definately be getting reformed and converted into a high gear art machine. Exciting times.

In other news, I've been completely owning Razaekel at Spring (free RTS available at spring.clan-sy.com). /gloat smile.gif

Here's a sneak peek of the tower part of the Caravenaserai area. Enjoy.

IPB Image
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Comments (0) · Permalink · PW Development · Not rated (0 votes)
Sep 24 2006, 04:22 PM
Wow, that was a heavy crunch..

It's funny how life happens exactly when you're not expecting it. Juggling school, PW and partying can be difficult at times. I am really happy to have my DWARF modelpack out the door, It may seem like little, but it really is alot of work.

Xanthrax sent me some wonderfull models I requested him for the modelpack, but i'm afraid they didn't make it in. I feel kind of bad for not holding up to my word - but perhaps it will be released sometime later on.

Eagerly awaiting your comments and thoughts. Also looking forward to the response on ogre forums.

Have fun!
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Blog created: Aug 3 2006, 12:38 AM


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