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So, what are you working on right now?


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Added some temporary lights to FM that is just entering beta - I guess there is not much to show if all lights are off in your mission...   http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-

Got back to DR and added a few rooms to my WIP ...          

I AM BACK! http://www.bilder-upload.eu/show.php?file=019e20-1434833332.jpg And as a direct picture with a bit less resolution:

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  • 2 weeks later...
2 hours ago, peter_spy said:

Lately, I've been researching mirrors and real-time reflections, as in most missions I've seen them super clear and 100% reflective. It turns out there are better ways to do it.

I wouldn't recommend real-time reflections in general, as there are quite numerous limitations on their use, and they're quite resource-heavy. But there are ways to make them look good. I'll go with the cubemap version, if the model ends up in my FM.

Very cool!

A simple way to offer both options is to use lod_bias :

https://wiki.thedarkmod.com/index.php?title=LOD_Bias

Object Detail Low = Static specular, Object Detail Medium = Cubemap, Object Detail High = Real

Or you can use the cubemap version for a far away LOD etc.

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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Yeah, I could use LODs, although the whole subject is more complicated than it looks...

First off, realtime reflections need planar surfaces, you can't do them on convex or concave shapes. In order to circumvent that, I made the RT version with two materials, one for the glass, one for the frame. Also, there's an engine limitation where you can't have more than one RT reflection surface in view. If there are more, they get disabled. This is probably a good thing though, I can imagine all hell breaking loose if there was no limit to these surfaces...

[Edit] Secondly, for the sake of aesthetics, I made the player model invisible. This is a subjective thing, but I find it distracting and immersion-breaking. It's a WIP model I guess, floating with barely any animations. Your can't make him invisible for FM purposes though, as it uses several body parts from other AIs: elite city watch pants, generic npc hands, thief tunic, etc. I can't make these materials invisible, since all other characters will have these parts invisible too.

[Edit] So in the end, a cubemap is a better way to go overall; it's more performance-friendly, has none of the limitations of an RT reflection and it's much easier to work with, especially now, since you can generate cubemaps in-game without changing the resolution.

Edited by peter_spy
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