I'm also working on a lot of other things as usual, some gameplay related, some networking related.
Here are some early screenshots of the 'High' Level of detail...but first here's a breakdown of the stuff going on in these scenes. I'm pretty much at the limit of PS2.0 in terms of texture coords, and instructions. I couldn't squeeze a 3x3 filter in there for the shadows, so I'm going to try a screen space blur to smooth out the shadows @ the highest shader level of detail.
High level of detail shader...
-2 1024^2 shadow maps w/2x2 filter
-Diffuse + Specular lighting.
-Cube map reflections on vehicles + buildings, modulated via reflectivity map.
-Fog of war texture.
-Dynamic lighting texture w/lights height in alpha channel.
-Luminance texture for windows
The 'Highest' level has a 2048^2 shadow map in addition to a 1024 shadow map for distant geometry. Like I said earlier, I'm going to do a screen space blur on the shadows to soften them up, instead of a 3x3PCF filter. We'll see how that works out.
- Dan
There's just so much work, days turn into months so easily. I'm just gonna keep working until it's done...and I'll be sure to post if any dates become final.
Thanks for the comment :-D
- Dan