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Skyline Forums Skyline Game Engine Community Forums 2018-06-01T23:34:10+01:00 https://forum.aurasoft-skyline.co.uk/feed.php?f=32&t=2320 2018-06-01T23:34:10+01:00 2018-06-01T23:34:10+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2320&p=12540#p12540 <![CDATA[Re: New Grass System - Development Log]]>

Removed video due to thread hijack, this thread is about the development of the grass system in skyline, not AI, gameplay or
UDK.

Statistics: Posted by SolarPortal — 01 Jun 2018, 23:34


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2018-06-01T21:05:38+01:00 2018-06-01T21:05:38+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2320&p=12539#p12539 <![CDATA[Re: New Grass System - Development Log]]> I hope we'll got more exciting things worked on next, like great gameplay and challenging AI.

Statistics: Posted by SpiderMack — 01 Jun 2018, 21:05


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2018-05-29T16:05:47+01:00 2018-05-29T16:05:47+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2320&p=12534#p12534 <![CDATA[Re: New Grass System - Development Log]]>

Statistics: Posted by SolarPortal — 29 May 2018, 16:05


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2018-05-29T13:52:28+01:00 2018-05-29T13:52:28+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2320&p=12533#p12533 <![CDATA[Re: New Grass System - Development Log]]> Statistics: Posted by SolarPortal — 29 May 2018, 13:52


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2018-05-28T22:48:57+01:00 2018-05-28T22:48:57+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2320&p=12532#p12532 <![CDATA[Re: New Grass System - Development Log]]> Statistics: Posted by cassius_b — 28 May 2018, 22:48


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2018-05-27T20:35:10+01:00 2018-05-27T20:35:10+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2320&p=12531#p12531 <![CDATA[Re: New Grass System - Development Log]]> Here, this is an image of a loaded back scene:

Clipboard Image.jpg

Notice how the grass is not on the rock and accurately matches the grass ground texture, this is because the grass layer is copied from the blendlayer of the grass texture on the terrain which makes it real easy to cover your world in grass :)

Statistics: Posted by SolarPortal — 27 May 2018, 20:35


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2018-05-16T18:11:46+01:00 2018-05-16T18:11:46+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2320&p=12525#p12525 <![CDATA[Re: New Grass System - Development Log]]>


Next is to make it use a circular brush followed by integrating a load & save routine for the grass.
A few bits of polish and it will then be good to go as Gen2 's first grass system.

Statistics: Posted by SolarPortal — 16 May 2018, 18:11


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2018-05-13T11:40:33+01:00 2018-05-13T11:40:33+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2320&p=12524#p12524 <![CDATA[Re: New Grass System - Development Log]]>
As for when to try it, i am currently working on the spraying side and after that, is the serialising for load/save of the file and then pretty much ready to use :)

Statistics: Posted by SolarPortal — 13 May 2018, 11:40


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2018-05-12T14:23:47+01:00 2018-05-12T14:23:47+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2320&p=12523#p12523 <![CDATA[Re: New Grass System - Development Log]]> When will we be able to try it ?

Nice update :)

Statistics: Posted by SpiderMack — 12 May 2018, 14:23


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2018-05-09T13:49:48+01:00 2018-05-09T13:49:48+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2320&p=12515#p12515 <![CDATA[Re: New Grass System - Development Log]]>


Statistics: Posted by SolarPortal — 09 May 2018, 13:49


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2018-05-09T12:17:41+01:00 2018-05-09T12:17:41+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2320&p=12514#p12514 <![CDATA[Re: New Grass System - Development Log]]>
First, is the editor that has been developed in Qt and uses Skyline's Editor Plugin system to create a dockwidget built directly into the editor, this means all of you can do the same. The editor is now looking like so:



For the grass, this is fully hooked into this editor now and on top of that, we have the ability to load a custom mesh for the grass that you have designed in a modelling package and imported into skyline. It produces much better grass visuals at the cost of a bit more performance because it can use an arbitrary amount of vertices compared to the quad, crossquad, or triquad precomputed meshes which use 1,2 and 3 polys respectively.

Show of custom mesh grass:

Shot top down with custom mesh grass:

Shot top down with Crossquad:

Notice how the custom mesh allows us to create grass to look better when looking directly down.

Statistics: Posted by SolarPortal — 09 May 2018, 12:17


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2018-04-10T10:44:32+01:00 2018-04-10T10:44:32+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2320&p=12463#p12463 <![CDATA[Re: New Grass System - Development Log]]> Now it needs some rocks, some trees and some wind for vegetation :)

Statistics: Posted by SpiderMack — 10 Apr 2018, 10:44


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2018-04-09T17:50:26+01:00 2018-04-09T17:50:26+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2320&p=12459#p12459 <![CDATA[Re: New Grass System - Development Log]]>
Also stopped the grass having repetitive patterns due to the single grass patch used for instancing by rotating randomly throughout a 90 degree 360 degree Yaw radius.

And of course its starting to look even better in scenes:
SkylineScreenShot04092018_174518585.jpg

Statistics: Posted by SolarPortal — 09 Apr 2018, 17:50


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2018-04-07T20:17:18+01:00 2018-04-07T20:17:18+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2320&p=12450#p12450 <![CDATA[Re: New Grass System - Development Log]]> Statistics: Posted by cassius_b — 07 Apr 2018, 20:17


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2018-04-07T15:08:03+01:00 2018-04-07T15:08:03+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2320&p=12444#p12444 <![CDATA[Re: New Grass System - Development Log]]>
Shadows:
unknown (4).png

Point light:
unknown (3).png

Point light with point light shadows on grass:
unknown (2).png

Spotlight:
unknown (1).png

And of course another cool screeny of the grass:
unknown.png

Statistics: Posted by SolarPortal — 07 Apr 2018, 15:08


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