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Josh

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Everything posted by Josh

  1. Josh

    Foliage

    Adding some rocks to the mountainside.
  2. Josh

    Foliage

  3. Josh

    Foliage

    This was the look I was going for with the material. Much better.
  4. 0.9.6 Improved support for specular-gloss lighting model in material editor.
  5. Josh

    Palm trees

    The specular-gloss model is much better for plants.
  6. 0.9.6 Fixes for buggy spinner widget behavior.
  7. 0.9.6 Fixed alpha cutoff not working correctly. Requires a shader update, currently only works in editor. Fixed directional lights not casting shadows on brushes in editor.
  8. Josh

    Foliage System

    Image quality can still be improved in many ways, but the system basically works now.
  9. 0.9.6 Initial implementation of the new foliage system is available. To use it, create a terrain, select the foliage tool, and add a new layer. Sync your project to get the new mesh layer shaders. Slope and height constraints currently have no effect. Mesh layers are not yet saved in maps. Collision and ray casting (picking) are not yet implemented. Imposters are not yet implemented. LOD and multiple variations within a layer (sublayers) are supported.
  10. Was it a reply to your showcase thread?
  11. It's actually in there already. extern bool SetFileTime(const WString& path, const uint64_t timestamp);
  12. Fixed terrain vertex shader for non-one scales.
  13. Replaced mouse tool menu items and hotkeys with a single menu item called "Next Tool" that can be activated with Shift + Tab. Vertex mouse tool will now make the selected vertex or edge snap to the nearest grid point. Terrain creation properties changed a little bit. Default terrain scale now set to 1.28, for easy brush alignment.
  14. This is currently not a supported feature, but I am not opposed to adding it. It will just require a little extra care because Ultra has a lot more options when it comes to image handling.
  15. Josh

    Multiple Sublayers

    The main idea of the new foliage system is that multiple sub-layers can be used to randomly choose different models to place for each instance. This allows you to automatically paint a variety of objects onto the scene, without them overlapping.
  16. z coordinate is the distance in front of the camera.
  17. Yes, I always forget which is which. Maybe these should be ScreenToWorld and WorldToScreen?
  18. Josh

    Testing Foliage System

    Weird but cool screenshot that appeared during testing...
  19. Use this overload: void AddHook(const HookID id, void (*hook)(std::shared_ptr<Object> source, std::shared_ptr<Object> extra), std::shared_ptr<Object> extra = nullptr);
  20. I have been waiting a long time for this. From this point things will progress rapidly.
  21. Apparently this requires a closed mesh: https://github.com/melax/sandbox/issues/5#issuecomment-2069836452
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