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Unannounced Relics of Annorath MMORPG


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Is it some kind of medieval / fantasy setting?

 

It's a mix between medieval and a bit science fiction at the end.

But at this moment the medieval part is in the content pipeline (We have only one artist, but a good one! :)).

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Is it some kind of medieval / fantasy setting?

 

Exactly :) (like Manuel said)

 

how do you make these pretty good looking sky? ;)

 

---> https://developer.unigine.com/forum/topic/57-sky-background-material-how-to-use/

 

It's not an ObjectSky. Actually, that's just a big hemisphere mesh with a sky texture. It is rendered as opaque geometry during the ambient pass (all other passes should be skipped) and has an Emission box checked to make it brighter. Position of the mesh is set basing on the player position, so that it is always dragged after the camera.

 

cheers

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well this kind of sky does look great. but it sill have some problem, look carefully at the horizon line, between sky and the ocean. the seam is very obvious. :)

 

jep, i've seen that, maybe i "fix" that with a distant fog, which you so or so only see on sea level ;)

 

here some more screens of a minigame in the game for crafting food like bread for bakers :)

 

https://portal.annorath-game.com/images/showcase/internal/bakery_002.jpg

https://portal.annorath-game.com/images/showcase/internal/bakery_003.jpg

https://portal.annorath-game.com/images/showcase/internal/bakery_004.jpg

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When using Mozilla Firefox the posted images are NOT visible, while they are when using Internet Explorer. Does anyone has an idea how to fix this ?

Images are located at ssl-based server. Firefox doesn't recognise the ssl certificate issuer and aborts the load process. Go to direct link https://portal.annorath-game.com/images/showcase/annorath_001.jpg, accept the certificate and then reload this page.

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the certificate is just setup for the wrong page, from what i've seen.

 

all firefox users get an error.

 

however, i think we can check this when you are back and also this is internal stuff.

 

regards

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Nice forest. I suppose our next update will make you even more happy, we have major improvements on vegetation rendering.

 

oh i will i'm sure.

 

atm i have 900 trees in my cluster which draws to 40-50 fps down. (each tree about 14k triangles on LOD1 which is the most displayed one)

 

would be to nice to have some speedtree integration or similar things making them even more living then with clothobject tricking

 

looking forward to it ;)

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could you tell us more about this new vegetation rendering?

 

View Post frustum, on 30 September 2010 - 08:01 AM, said:

There will be a lot of useful features available:

 

* Smooth LOD fading for meshes and leafs.

* Improved vegetation animation.

* Global control of vegetation animation.

* Global LOD distance scaling.

* Parallax mapping will not affects SSAO quality.

* SSDO and MLAA.

 

Vegetation on YouTube

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  • 1 month later...
  • 2 weeks later...

1) General illumination of the scene is low. I think you need increase world light intensity, ambient light intensity(use environment cubemap for ambient lightning)

Also brightnes of the scene can be changed by HDR exposure if HDR is on.

2) Specular of the wall material is to high. I advise you to reduce fresnel bias parameter (~0..0,1).

3) The wall texture is monochrome. In reality, stone has a variety of colors. Also Try using detail texture with large scale transform to increase irregularity of a large objects.

If you select second channel for detail mapping, irregularity of the object can be unique.

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