Island Summer Project

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Katsankat
Posts: 178
Joined: Sun Mar 12, 2006 4:15 am
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Island Summer Project

Post by Katsankat »

Hi! While discussing with SteelStyle on IRC,
dunno how we came to the conclusion to unite our skills to make a demo looking like this or like this!

Who knows how long it will take. Might be long for a single person. Not to mention we all have our own side projects. One sure thing this project will see its end! Let's see what August will produce ;)

If you want to participate let us know here or on IRC. You can use free content if its license allows for it.

Here is the up to date TODO list.

MODELS
Some of the models need LOD I'll show you how we handle it.CODING
  • Loading interface (DONE by kat)
  • code for LOD (DONE by kat)
  • GUI benchmark button
As we speak it looks like this.
Last edited by Katsankat on Thu Jul 30, 2009 3:46 pm, edited 7 times in total.
Hirte
Posts: 73
Joined: Sat Apr 01, 2006 1:32 pm

Post by Hirte »

The Sky is just a skybox, isn't it?

I tried to make some "believable", animated random clouds, but they look more like cotton... ;)
Katsankat
Posts: 178
Joined: Sun Mar 12, 2006 4:15 am
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Post by Katsankat »

You are welcome to post a picture of your sky, if you have one.
Hirte
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Joined: Sat Apr 01, 2006 1:32 pm

Post by Hirte »

http://www.mn-solutions.net/potopia3D/Screenshot_1.png

hopefully you'll get better results... ;)
Katsankat
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Joined: Sun Mar 12, 2006 4:15 am
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Post by Katsankat »

very nice. It'd be cool with a skydome having a gradient texture from blue to pink. This and your clouds layer would be perfect.
Do you want to integrate your code into ours, or prefer to send an example of use so that I include it directly?
Hirte
Posts: 73
Joined: Sat Apr 01, 2006 1:32 pm

Post by Hirte »

It is a gradient, light blue to normal blue;)

I can give you my code, but.. its not the best cloud system. Maybe you can try an ICloudSceneNode. There is some code for it in this board.
m_krzywy
Posts: 133
Joined: Sat Nov 04, 2006 2:05 pm

Post by m_krzywy »

Do someone know some good application for terrain editing/making with highmap generation? Would be usefull for this and many other projects :D
Hirte
Posts: 73
Joined: Sat Apr 01, 2006 1:32 pm

Post by Hirte »

Terragen is the best one, I think. Its renders are photorealistic, so the heighmap should be fine;)
christianclavet
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Location: Montreal, CANADA
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Post by christianclavet »

Hi, Just used it quickly to create a skybox. I created a flat landscape and covered it with water and used a sky that could be similar of your picture.

Image

http://www.clavet.org/forum/download/file.php?id=93 Zip archive, 512Kbytes

Resolution: 6 pictures for the skybox at 768 pixels X 768 pixels (The version of Terragen I have don't allow higher than 960 pixels)
Last edited by christianclavet on Tue Jul 28, 2009 8:59 pm, edited 1 time in total.
m_krzywy
Posts: 133
Joined: Sat Nov 04, 2006 2:05 pm

Post by m_krzywy »

christianclavet wrote:Hi, Just used it quickly to create a skybox. I created a flat landscape and covered it with water and used a sky that could be similar of your picture.

Image

http://www.clavet.org/forum/download/file.php?id=93 512Kbytes

Resolution: 768 pixels X 768 pixels (The version of Terragen I have don't allow higher than 960 pixels)
Your forum is in french :(
Don't understand it clearly.

Just tried terragen 2.0.3.1 and must say it's hard to understand but not impossible.

+ for terrain painting option.
christianclavet
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Location: Montreal, CANADA
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Post by christianclavet »

Hi, This is a skydome version made from the skybox (used 3DS and an idea by using baking)

Image

http://www.clavet.org/forum/download/file.php?id=94 Zip Archive, 90Kbytes
2048x512px

m_krzywy, The files are hosted on my own forum. You only need to click on the link to download the file. Is there something else happening? (You shouldnt be redirected to the forum but download ONLY the file)
Katsankat
Posts: 178
Joined: Sun Mar 12, 2006 4:15 am
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Post by Katsankat »

Christian is in! Nice website BTW! For your pretty dome if you want maximal image resolution may I suggest not to use not a full sphere (2.f), but 1.3f like this -to gain polies- so there's no need to show the sea on the sky image since the sea is a very large plane which goes till camera FarValue and will cut the skydome somewhere where Y=0. You'll gain pixels for the height of the image if you see what I mean. Makes sense?
Last edited by Katsankat on Wed Jul 29, 2009 4:38 pm, edited 1 time in total.
Steel Style
Posts: 168
Joined: Sun Feb 04, 2007 3:30 pm
Location: France

Post by Steel Style »

My boat render : <300 poly
Image
Saumane
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Joined: Wed Jul 09, 2008 6:14 pm
Location: Finland

Post by Saumane »

christianclavet wrote:Hi, Just used it quickly to create a skybox. I created a flat landscape and covered it with water and used a sky that could be similar of your picture.

Image

http://www.clavet.org/forum/download/file.php?id=93 Zip archive, 512Kbytes

Resolution: 6 pictures for the skybox at 768 pixels X 768 pixels (The version of Terragen I have don't allow higher than 960 pixels)
I once used a cool trick with terragen.. I first render a skybox without clouds, then i render another skybox with black sky with clouds. (and sun turned off)
Then, i make 2 skyboxes in irrlicht, texture the first skybox with the skybox texture that has no clouds, then texture the second skybox with the cloud skybox texture and set the material type to transparent additive (or something like that) and add a rotation animator to the clouds. It looks pretty neat :)
Katsankat
Posts: 178
Joined: Sun Mar 12, 2006 4:15 am
Contact:

Post by Katsankat »

After 3 days of development we are here
we have a zip somewhere containing a demo and its source code.
Image
click to enlarge


the palm. As of now the whole model is transparent,
Going to make it so that the trunk is not transparent and have a normal map.
Textures are ready :D
Image Image
Trunk textures are tileable vertically.

However some transparent parts will be attached to the trunk :
Image
They are both in the same file because they fill well a 256X512 texture
it will be a tga with an alpha channel.
And these tranparent polies will be removed by LOD, as well as the coconuts.

The result should be something like this
Image

For the palm texture, no wonder why it looks bad in realtime here
is the actual one:
Image
The shape of the palms will be made high-poly, too. Perhaps the diffuse map should
be created from a mesh to get it exactly how it must be... It's hard to find a photo
of just the palm.
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