Blitz3d Terrain Test

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Viper
Posts: 414
Joined: Thu Apr 30, 2009 3:01 am

Re: Blitz3d Terrain Test

Post by Viper »

lookin good!
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Raven67854
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Joined: Thu Apr 23, 2009 12:51 am

Re: Blitz3d Terrain Test

Post by Raven67854 »

Thanks guys.. So new update I added a skybox and water with refraction as well as I added AF and LOD. Now I am gonna clean up the code since its a mess. Also adding some comments and them I will upload source code.

Water with AF and LOD.
Image

Binary:
http://file-pasta.com/file/902963256/Terrain%20test.7z
C/C++/C#/Blitzmax/Visual Basic Programmer
Blender/XSI user
"It's not what you use. It's how you use it what you have" -Unknown author
"Sleeping the number one cause of death" -Raven67854
""No matter how much shit life throws at me. I will keep on going just to piss life off." -Raven67854

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Raven67854
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Re: Blitz3d Terrain Test

Post by Raven67854 »

Alright guys so I have another image to show off this time. As well as I am gonna give you all a list of controls. First off I loaded up an old test level up and then submerged it partially under water. It runs great :). I should also mention that I am busy cleaning up all of the source code. With both refection and reflection on it was a HUGE FPS killer for people with Intel cards. The water code has been moved to its own .bb file. Both refraction and reflection can be turned on or off. Here in abit you will be able to turn the advanced water off and drop to a fallback blue texture.

Image


Binary:
http://file-pasta.com/file/292672729/Terrain%20test.7z

Controls: (Note: Controls are for this Binary only)
AA on/off: Left Alt
Enable TextureLod and AF: Q
Move Forward: W
Move Backwards: S
Strafe Left: A
Strafe Right: D
Look Around: Move Mouse
Vsync On/Off: F1
Turn TextureLod Up: P (Must enable it first)
Turn TextureLod Down: ;
Turn AF Up: Z(Must enable it first)
Turn AF Up: X
Change Refract/Reflection Texture Size: Enter (Default is 512, Alt is 256)
C/C++/C#/Blitzmax/Visual Basic Programmer
Blender/XSI user
"It's not what you use. It's how you use it what you have" -Unknown author
"Sleeping the number one cause of death" -Raven67854
""No matter how much shit life throws at me. I will keep on going just to piss life off." -Raven67854

PC Specs:
AMD Athlon 64x2 5000+ 2.6ghz Black Edition
8 gigs Corsair ram 1066mhz
9800GTX+
2x750gb HD
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Ubuntu 9.04 X64
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kyraneth
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Re: Blitz3d Terrain Test

Post by kyraneth »

may i ask: what is AF?
Just FYI, the post is above, so stop looking down here and do something useful.

king noob. Nice.
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Raven67854
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Re: Blitz3d Terrain Test

Post by Raven67854 »

Anisotropic filtering. Also redownload the terrain test. I just updated the .exe and fixed the mouse.


http://en.wikipedia.org/wiki/Anisotropic_filtering
C/C++/C#/Blitzmax/Visual Basic Programmer
Blender/XSI user
"It's not what you use. It's how you use it what you have" -Unknown author
"Sleeping the number one cause of death" -Raven67854
""No matter how much shit life throws at me. I will keep on going just to piss life off." -Raven67854

PC Specs:
AMD Athlon 64x2 5000+ 2.6ghz Black Edition
8 gigs Corsair ram 1066mhz
9800GTX+
2x750gb HD
Vista Home Premium X64
Ubuntu 9.04 X64
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Raven67854
Posts: 893
Joined: Thu Apr 23, 2009 12:51 am

Re: Blitz3d Terrain Test

Post by Raven67854 »

Ok guys I got another update before I head off to play Killing Floor. Which is a great game by the way. Ok so I added bloom. And I also changed the water texture size to 256 as default. As well as 1-8 on the keyboard change the texture size. And 0-9 on numpad affects bloom.

Sexy Bloom:
Image

Binary:
http://file-pasta.com/file/855722045/Terrain%20test.7z

Controls: (Note: Controls are for this Binary only)
AA on/off: Left Alt
Enable TextureLod and AF: Q
Move Forward: W
Move Backwards: S
Strafe Left: A
Strafe Right: D
Look Around: Move Mouse
Vsync On/Off: F1
Turn TextureLod Up: P (Must enable it first)
Turn TextureLod Down: ;
Turn AF Up: Z(Must enable it first)
Turn AF Up: X
Change Refract/Reflection Texture Size: Enter (Default is 512, Alt is 256)
Change water texture size: 1-8 on keyboard (Lower for higher FPS. Raise for higher quality)
Numpad for all Glow changes
Glow alpha value: 1 raises 2 lowers
Glow dark passes count: 3 raises 4 lowers
Glow blur passes count: 5 raises 6 lowers
Glow blur radius: 7 raises 8 lowers
Glow quality 0 or 1: 9
Glow color (random): 0
C/C++/C#/Blitzmax/Visual Basic Programmer
Blender/XSI user
"It's not what you use. It's how you use it what you have" -Unknown author
"Sleeping the number one cause of death" -Raven67854
""No matter how much shit life throws at me. I will keep on going just to piss life off." -Raven67854

PC Specs:
AMD Athlon 64x2 5000+ 2.6ghz Black Edition
8 gigs Corsair ram 1066mhz
9800GTX+
2x750gb HD
Vista Home Premium X64
Ubuntu 9.04 X64
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hallsofvallhalla
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Re: Blitz3d Terrain Test

Post by hallsofvallhalla »

this is very very nice, very sexy!
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kyraneth
Posts: 664
Joined: Thu Apr 23, 2009 2:56 pm

Re: Blitz3d Terrain Test

Post by kyraneth »

veryvery sexy :D and efficient too, it only starts to lag on my 2gb laptop when i set water resolution to 8 with heavy glow on!
Just FYI, the post is above, so stop looking down here and do something useful.

king noob. Nice.
Utohaha
Posts: 66
Joined: Thu Apr 23, 2009 11:16 pm

Re: Blitz3d Terrain Test

Post by Utohaha »

Lookin sexy :D
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Raven67854
Posts: 893
Joined: Thu Apr 23, 2009 12:51 am

Re: Blitz3d Terrain Test

Post by Raven67854 »

Well thanks Kyraneth and Utohaha. I might revive the community project if you guys are still interested? I think I can do the bulk of the coding rather quickly then its just me sitting back waiting for you guys to make all of the artwork. While I bug fix and performance optimizations.

Also I uploaded the source for all to check out. It's not the cleanest yet. But It should give you a good idea on how easy it is to this. Must own blitz3d and have the fastex dll for this to work. Stay tuned guys.. Terrain editor will be the next screenshot or so :).

Source:
http://file-pasta.com/file/terrain.bb
I just did a double check and there is a file that you guys don't have that I do. I was working on making higher quality water. Which I achieved by the way anyhow.
The mesh for the water plane just change water64.3ds to water32.3ds and all will be well. Sorry for the mess up :).

Code: Select all

Function CreateWater()
	; ----
	BumpTexture = LoadAnimTexture ( "media/watertex/water_anim.jpg", 9, 64, 64, 0, 32 )
	TextureBlend BumpTexture, FE_BUMP								
	ScaleTexture BumpTexture,0.0032,0.0032
	; ----

	AlphaCubemap = LoadTexture("media/watertex/grad.png",1+2+16+32+128)
	TextureBlend AlphaCubemap, FE_ALPHAMODULATE						
	; ----

	WaterPlane = LoadMesh("media/watertex/water64.3ds")
	ScaleMesh WaterPlane,32,1,32
	EntityFX WaterPlane,1
	; ----

	WaterClipplane = CreateClipplane (  WaterPlane  )					
	; ----
	ClipPivot = CreatePivot()
	ClipPivotUp = CreatePivot()  :  RotateEntity ClipPivotUp,0,0,180   :   PositionEntity ClipPivotUp, 0, 0.05, 0
	; ----
End Function
C/C++/C#/Blitzmax/Visual Basic Programmer
Blender/XSI user
"It's not what you use. It's how you use it what you have" -Unknown author
"Sleeping the number one cause of death" -Raven67854
""No matter how much shit life throws at me. I will keep on going just to piss life off." -Raven67854

PC Specs:
AMD Athlon 64x2 5000+ 2.6ghz Black Edition
8 gigs Corsair ram 1066mhz
9800GTX+
2x750gb HD
Vista Home Premium X64
Ubuntu 9.04 X64
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