Advertisement Jump to content
Sign in to follow this  
greenpig83

[Terrain-RTS map] Advanced shadings for better detail!

This topic is 1865 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I'm a fan of RTS (real time stragy) game, and i'm working for a rts game myself!

I can produce a simple terrain map from triangle/quad. with texture tile/ blending... Now I want to move to a new level. Currently i'm using only lighting shader, with Phong shading I think with specular,diffuse color... very basic shading!

 

And the result is not bad, but still cant compare to current game today (like starcraft2, civilization V, shogun 2 campaing map....). For example the terrain in starcraft 2 look very shining, rich color, sharp, and cool. It doesnt need to look reality in this kind of game. It just look nice, beautiful!

For example : https://lh4.googleusercontent.com/-zNtnsUV02wc/UkxFLpKmJJI/AAAAAAAAAEE/USuWhYK8JfE/w1049-h831-no/Terrain+001.jpg

http://i.stack.imgur.com/0Wb2j.jpg

 

So I know that just sampler (linear/point...) the texture is not enough (even the how nice the texture). There must be some high technique behind for current game. Like Bloom, HDR, directx 11 lighting, Bump Mapping...

Cause I'm quite new to 3d, so I'm not sure what technique is to be used. Just give me the keyword, I can search google for it (doc,source code...). Thanks!

Share this post


Link to post
Share on other sites
Advertisement

I don't know specifically, since StarCraft 2 is still on my to-play list, but the details in the screenshots look like they are bump/normal mapped.  It's possible that they are also using displacement mapping, which is a related technique that modifies the mesh geometry in addition to the per-pixel normals, but I can't see enough to tell conclusively.

Share this post


Link to post
Share on other sites

Today I just extract the texture of starcraft2 (use MPQEditor), they use texture of size 1024x1024 dds file (format D3DFMT_DXT5) and a bump normal image file of same resolution. I tried to test the texture in my game, but it's quite dark, of couse it need pixel shader to make it look nice !

Share this post


Link to post
Share on other sites


And the result is not bad, but still cant compare to current game today (like starcraft2, civilization V, shogun 2 campaing map....).
You will never be able to compare. To do so, you first need an artist and you probably need a budget, counting at least 4 digits.

What I'm trying to say is that you don't make a game using technical feats alone. You need artwork, you need a aesthetic vision, a look and feel. Those concepts are not currently present in this thread, and that's terrible. It's not just a matter of doing HDR or bloom (strange, it's part of HDR) or DX11 lighting (whatever this is supposed to be) or bumps.

Share this post


Link to post
Share on other sites

 


And the result is not bad, but still cant compare to current game today (like starcraft2, civilization V, shogun 2 campaing map....).
You will never be able to compare. To do so, you first need an artist and you probably need a budget, counting at least 4 digits.

What I'm trying to say is that you don't make a game using technical feats alone. You need artwork, you need a aesthetic vision, a look and feel. Those concepts are not currently present in this thread, and that's terrible. It's not just a matter of doing HDR or bloom (strange, it's part of HDR) or DX11 lighting (whatever this is supposed to be) or bumps.

 

Yeah I know, behind a good graphic, there will always  be an artist. Cause I'm a programmer, so all I want to know is the technique behind something excellent! When you want to learn something new, and if no-one teach u, it's best to try to emulate other work with existing material (u can extract things from other work for study and practice). 

Oh I know Bloom and HDR have something in common, just never try them before! I'm quite new to shader anyway, in the old time I used to work with Pipe line more!

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!