Re: Yet Another Unity Client Remake (Based on 97d)
Quote:
Originally Posted by
supron
I recreated mu terrain in unity with different approach. I divided 256x256 map to 16x16 chunks (or smaller). Every chunk is a mesh created from terrainheight and terrain.att (to make holes). I'm using two splatmaps per chunk. One with small resolution and point filtering (1st layer), and one with higher resolution + bilinear filtering (2nd layer with floating point coverage). To shader I send one atlas texture (with all terrain textures) two splatmaps and two matrices 4x4 to decode atlas coordinates from splatmaps. Disadvantage is that I can use max 4 images per chunk. I can make smaller chunks if I need, but it's designed to load original maps without modifying. Ofc. it has advantages: I can use original maps 1:1 with original folder structure, with real holes support and full control over shader. Terrainlight is stored as vertex color. And it's faster than unity terrain (I can render only visible chunks).
Effect is acceptable (this screen has bug - all objects are moved by (0.5, 0.5):
http://content.screencast.com/users/...11-21_2026.png
You can find SMD importer for blender and use batch file to automatically convert it to FBX (another plugin). The hardest thing to do, is to calculate matrix which converts opengl coordinate system to directx (used by unity) with switching YZ axis. I'll post if if I find it somewhere in my PC. But I don't recommend this approach. In my opinion it's easier to load BMD into unity.
How's your project Supron? Your project website was not updated for a long time. Lack of time to continue? I had the highest hopes in your project because your idea about how the remade client should look like was similar to mine. Would be a shame for the project to die :<
Re: Yet Another Unity Client Remake (Based on 97d)
Quote:
Originally Posted by
marecznyjo
How's your project Supron? Your project website was not updated for a long time. Lack of time to continue? I had the highest hopes in your project because your idea about how the remade client should look like was similar to mine. Would be a shame for the project to die :<
After I left IGCN as full time developer, I stopped updating blog on their site. After this I've really pushed things forward. But I'm not sure if I can write here about it. Even when I left IGCN my thread got deleted for not being a public development (I didn't want to make it open source). If you want to hear more, send PM.
Re: Yet Another Unity Client Remake (Based on 97d)
Quote:
Originally Posted by
supron
I recreated mu terrain in unity with different approach. I divided 256x256 map to 16x16 chunks (or smaller). Every chunk is a mesh created from terrainheight and terrain.att (to make holes). I'm using two splatmaps per chunk. One with small resolution and point filtering (1st layer), and one with higher resolution + bilinear filtering (2nd layer with floating point coverage). To shader I send one atlas texture (with all terrain textures) two splatmaps and two matrices 4x4 to decode atlas coordinates from splatmaps. Disadvantage is that I can use max 4 images per chunk. I can make smaller chunks if I need, but it's designed to load original maps without modifying. Ofc. it has advantages: I can use original maps 1:1 with original folder structure, with real holes support and full control over shader. Terrainlight is stored as vertex color. And it's faster than unity terrain (I can render only visible chunks).
Effect is acceptable (this screen has bug - all objects are moved by (0.5, 0.5):
http://content.screencast.com/users/...11-21_2026.png
You can find SMD importer for blender and use batch file to automatically convert it to FBX (another plugin). The hardest thing to do, is to calculate matrix which converts opengl coordinate system to directx (used by unity) with switching YZ axis. I'll post if if I find it somewhere in my PC. But I don't recommend this approach. In my opinion it's easier to load BMD into unity.
We all did the same thing with the map, but may be a few problems...
Have you made anything about the water effect on the map?
About the bmd conversion, you can do like us and write a piece of code to convert it.
Piece of cake...
[]'s
Re: Yet Another Unity Client Remake (Based on 97d)
Quote:
Originally Posted by
navossoc
We all did the same thing with the map, but may be a few problems...
Have you made anything about the water effect on the map?
About the bmd conversion, you can do like us and write a piece of code to convert it.
Piece of cake...
[]'s
simple shader that distorts the texture over time solves the water thing tho.
I'm curious about the lighting