Thoughts, ideas and cool bits that fall from the minds of the Skyline Developers as we are working. Not a blog but fun facts or small news as we try new things.

New New Terrain System

Re: New New Terrain System

Postby SolarPortal » 12 Feb 2017, 16:50

No worries :) Gen1 still has many hidden features :)

As promised to all users, here is the up to date information on where we are with the terrain. So pop over to the blog and have a good read:

http://blog.aurasoft-skyline.co.uk/skyline-gen2-terrain-development-february-2017/

TerrainFeature2017.png
TerrainFeature2017.png (804.64 KiB) Viewed 4137 times
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Re: New New Terrain System

Postby SolarPortal » 14 Feb 2017, 15:07

The lod stages are now being updated with the newer geometry, and the brush is removed when not in terrain editing mode for height or painting.
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Re: New New Terrain System

Postby SolarPortal » 15 Feb 2017, 16:20

After a few days bashing head into the wall over lightmaps, we have successfully got a terrain to lightmap with shadows. This is static lighting and takes a bit to compute so it cant be realtime or tod yet.... we have plans for this though :)

Anyway, here are the latest shots for Gen2 terrain:
Gen2_Terrain_lightmaps.jpg
Gen2_Terrain_lightmaps.jpg (256.61 KiB) Viewed 4124 times


And, we also have a new addition that Gen1 did not have.. Cloud map that moves over the terrain that is based on a black & white image. There arent any properties or load texture button yet, but it is possible to change to your own cloud texture.
Gen2_Terrain_lightmaps_01.jpg
Gen2_Terrain_lightmaps_01.jpg (451.38 KiB) Viewed 4124 times

Notice, the darkened spot in the bottom of that map. That is a cloud moving over the terrain :)

Edit: Whats next then:
  • Next job is updating normals in the mesh or converting to a texture for normal information, which is then used as the geometry normals, this is will be better as we can update at a lesser frequency which wont take any performance.
  • Load & Save

By the time i have these done, we should be able to release the terrain to Gen2 users for testing and begin making scenes and games on terrain again.
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Re: New New Terrain System

Postby SolarPortal » 18 Feb 2017, 18:25

Next update: Gen1 terrains are now loading into Gen2 with only a couple texture issues to solve but it looks like this:

Clipboard Image.jpg
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This is the terrain from the Gen1 tech demo: Island road from the environment folder.
The textures applied to this terrain are not the ones from the demo as i havent done that section yet, but what we do have is the ability to grab the height data, blending data, colourmap data, global normal data and the lightmap data. The last 2 arent working properly yet.

Edit: Global normals are now working :) Simple pixel format error.

Being able to load Gen1 scenes is of huge importance to us so any level made on Gen1 will port over to Gen2 to make it as quick as possible to get going again :)
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Re: New New Terrain System

Postby Olander » 18 Feb 2017, 20:18

This is looking really good. Really well done.
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Re: New New Terrain System

Postby SolarPortal » 18 Feb 2017, 20:34

Thank you :)
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Re: New New Terrain System

Postby SolarPortal » 21 Feb 2017, 18:18

Ok, so it took a bit extra effort but the gen2 load & save is now working.

The system while trying to make a few things at different rez's has shown a couple of bugs which i am diving in to fix as we speak :) So not long now til a release of the terrain system to Gen2 users :)
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Re: New New Terrain System

Postby SolarPortal » 09 Mar 2017, 23:50

So, i have spent the past 2 days revamping the editing of the terrain as it was too slow as mentioned before due to the use of an array which slowed things down drastically, converted to math based on area rects and have sped up the editing by 3 fold :)

Also reduced the terrain loading speed from 5 seconds to 2-3 seconds on a 1024x1024 terrain resolution :)
Chipping away at the remaining jobs now :D
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