Cliffs On Steroids - Material Accumulation video
by Konrad Kiss · 11/13/2008 (3:57 pm) · 32 comments
Finally, Update 1 is out, which adds material accumulation to the BG Cliff Construction Kit.
If you haven't bought it yet, you can get it here or just go directly to checkout. It's 21.90 euros which is roughly about $29.90 (USD).
Once you have the pack, the update is free, get it here. (Scroll down to the Update 1 announcement.)
Comments on the video and questions about the pack are welcome!
@konradkiss
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#22
@Henri: Actually, the video uses only 1 or 2 shapes - I was quickly putting together cliffs in RRGTS' Sticks & Twigs missions, and didn't spend more than 5 minutes on one scene. You could use up to 8 shapes and 8 textures with the replicator. And they could be extended into infinity.
But your idea is a great one nonetheless, I see your point, and I didn't think of this possibility to cut back on repetition - which I fought by adding more shapes and textures. It'd certainly be possible to do so. I'll definitely experiment with it, thanks!
11/14/2008 (9:39 am)
@Timothy: :) Thanks!@Henri: Actually, the video uses only 1 or 2 shapes - I was quickly putting together cliffs in RRGTS' Sticks & Twigs missions, and didn't spend more than 5 minutes on one scene. You could use up to 8 shapes and 8 textures with the replicator. And they could be extended into infinity.
But your idea is a great one nonetheless, I see your point, and I didn't think of this possibility to cut back on repetition - which I fought by adding more shapes and textures. It'd certainly be possible to do so. I'll definitely experiment with it, thanks!
#23
11/14/2008 (9:55 am)
Excellent! This makes the cliff pack look really brilliant (even more so than it already did ;)). Now to try and emulate it in TGE... ;)
#24
11/16/2008 (10:47 am)
Goodness... I'm voiceless. 8P
#25
About the Kit for TGE, I did think about it, and finally I came to the conclusion that the result I'd be able to present in TGE would not worth the work on it. I decided to use that time to port everything to 1.8 instead - it doesn't yet seem like an easy thing to do even with all the docs, so I guess it's going to take some time.
Thanks again for the cool comments!
11/16/2008 (12:04 pm)
Thanks Daniel and Stephan! :) About the Kit for TGE, I did think about it, and finally I came to the conclusion that the result I'd be able to present in TGE would not worth the work on it. I decided to use that time to port everything to 1.8 instead - it doesn't yet seem like an easy thing to do even with all the docs, so I guess it's going to take some time.
Thanks again for the cool comments!
#26
11/16/2008 (4:13 pm)
Wow, this reminds me of how Crysis pulled off it's material accumulation.
#27
I did not realize out how great this cliff pack is till I opened a mission.
I already have my 1.7.1 engine modified with SSAO Kit, and was wondering if you document the changes your installer make to the engine so I can manually put them in.
good job :)
11/16/2008 (5:26 pm)
This is awesome. Can't wait to unzip the update.I did not realize out how great this cliff pack is till I opened a mission.
I already have my 1.7.1 engine modified with SSAO Kit, and was wondering if you document the changes your installer make to the engine so I can manually put them in.
good job :)
#28
@Husam: Thanks, I'm glad you like it! There's a section in the guide that comes with the Kit entitled Installation on a modified source base. There's further information in the Kit's discussion thread. Good luck!
11/17/2008 (12:21 am)
@Morrock: Thanks, it really is a simple method. I have written a code resource on the basic shader tech behind this accumulation that's awaiting approval right now if you are interested about how it was done.@Husam: Thanks, I'm glad you like it! There's a section in the guide that comes with the Kit entitled Installation on a modified source base. There's further information in the Kit's discussion thread. Good luck!
#29
I don't know if they need to be affected by it, because they look great as is.
11/17/2008 (12:27 pm)
I got it to work, but I noticed that the cliffs dont seem to be affected by the SSAO.I don't know if they need to be affected by it, because they look great as is.
#30
11/17/2008 (12:45 pm)
Actually, if they were affected, then triangles in the mesh would become more or less visible, which would break the look and feel of detailed rocky surfaces. So this is how it's meant to achieve the best look with the SSAO kit.
#32
12/20/2008 (3:24 am)
Amazing, I will get this ASAP - things like this are beneficial not only because they are extremely useful but also because I can imagine myself playing with this for hours! :) Now all we need is a Road Construction kit with the same level of devotion to quality and detail, good job - really! 
Torque 3D Owner Henri Aalto
Braincoolant
I was wondering how to create even less repetition while re-using the same models in a level... Would it be feasible to add a parameters on per-shape level to be passed to the materials shader to for some texture offsetting?
This would allow identical objects to look a bit different even if placed right next to each other. Alternatively you could use these parameters to slightly tweak the texturing of the object to better match the scene. Just a though, but I think it would bring even more control over the beauty of the system with little to no overhead. Comments?