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Re: Blitz3d Terrain Test
Posted: Sat May 23, 2009 4:17 pm
by Viper
lookin good!
Re: Blitz3d Terrain Test
Posted: Sat May 23, 2009 4:30 pm
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.
Binary:
http://file-pasta.com/file/902963256/Terrain%20test.7z
Re: Blitz3d Terrain Test
Posted: Sat May 23, 2009 8:56 pm
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.
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)
Re: Blitz3d Terrain Test
Posted: Sat May 23, 2009 8:59 pm
by kyraneth
may i ask: what is AF?
Re: Blitz3d Terrain Test
Posted: Sat May 23, 2009 9:03 pm
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
Re: Blitz3d Terrain Test
Posted: Sun May 24, 2009 12:15 am
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:
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
Re: Blitz3d Terrain Test
Posted: Sun May 24, 2009 2:01 am
by hallsofvallhalla
this is very very nice, very sexy!
Re: Blitz3d Terrain Test
Posted: Sun May 24, 2009 2:37 am
by kyraneth
veryvery sexy

and efficient too, it only starts to lag on my 2gb laptop when i set water resolution to 8 with heavy glow on!
Re: Blitz3d Terrain Test
Posted: Sun May 24, 2009 3:18 am
by Utohaha
Lookin sexy

Re: Blitz3d Terrain Test
Posted: Sun May 24, 2009 3:34 am
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