Planetary textures, website, bump maps, SDD..

Published February 14, 2007
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On the website:

As you have noticed, yesterday the website has been moved to a new server with a VPS ( virtual private server ). This will allow me to monitor resource usage ( cpu usage, memory usage, etc.. ) and should hopefully give a slight performance boost ( website should be more responsive ). Time will tell if it makes a real difference.

On the SDD:

The new Ships Design Doc ( which should really be renamed to something else, as it's no longer specific to ships ) is still in the works. It takes a lot of time, but i usually write 1 or 2 pages every day. With a bit of luck, it should be done "soon".

Bump maps:

A few days ago I released a new version of the ASEToBin tool, to visualize models in the I-Novae engine. The GUI has been changed for a new panel interface; it is now possible to put the viewport in full screen, and it now works with wide fonts.

I noticed something strange when playing with Betelgeuze's planetary textures and the new Istari textures. There was a lot of "blocky" artifacts similar to jpeg artifacts, especially with specular lighting shaders, but the original textures were perfect. I spent a few hours to track the "problem", only to realize that the artifacts were coming from normal maps automatic compression, that was left enabled in the shaders. Changing a value from "true" to "false" fixed the quality problem. See this thread to compare screenshots before/after.

Planetary textures:

Betelgeuze is working on improving his textures for the planetary terrain engine. With the "fixed" bump mapping, it's looking pretty nice.. here are some examples:

From top to bottom:
Arean1
Arean2
Cytherean1
Cytherean2
Hephaestian1 (note: there's already a new version of this texture, but i lost it)
Hephaestian2
Gaian1
Gaian2



Just keep in mind that those are the "base" textures, that later get combined with procedural noise by the terrain engine. A single pixel of the terrain can be a combination of 6 of those "base" textures.
0 likes 2 comments

Comments

tamat
So these textures are not generate proceduraly? whats the point about having base textures instead of proceduraly generates base textures (like in 4kbs demos)?

Glad to see so many new updates :)
February 15, 2007 05:11 AM
Jotaf
tamat: Well, the procedural stuff has got to be based on *something* :)
No matter how appealing it might seem to procedurally generate absolutely everything, there has to be a level of detail where you have to stop. And remember that these textures will all be combined into one, so there you have your "procedural" :P
February 15, 2007 08:42 AM
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