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Xna Progress Release 0.2


dteviot

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But we do, in the sound options dialog box. Unless these are also supposed to be horizontal...

 

CEGUI++ added it by the time Falagard came along, that'd explain why CEGUI# doesn't have it. Technically speaking, it's just a matter of swapping all the X/Y and Width/Height in the slider code. Maybe geerzo could look into that, since we don't use vertical sliders anyways.
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But we do, in the sound options dialog box. Unless these are also supposed to be horizontal...

 

CEGUI++ added it by the time Falagard came along, that'd explain why CEGUI# doesn't have it. Technically speaking, it's just a matter of swapping all the X/Y and Width/Height in the slider code. Maybe geerzo could look into that, since we don't use vertical sliders anyways.

The C++ were. :P Horizontal sliders just tend to work nicer, design-wise.
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Here are the changes to support the .layouts for the dialogs. I've updated them to use the CeGui# changes merged earlier.
  • I haven't integrated geerzo's layout patch. I've been trying to get Research done. Hope to finish tomorrow, and will merge patch in then.
  • Staff Sargeant, I'm very sorry, but I don't think I can accept your patch. The main problem is I failed to adequately specify what I was after.
    Basically, rather than a set of buttons, the idea was a slider with 4 positions: the current 0, 60, 3600, and 84200. With a text control beside it giving the rate (so that player knows what the rate is. This would allow us to add other steps later on. Obvious ones are 1, 300 (5 minutes), and 1800 (30 minutes.)

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Staff Sargeant, I'm very sorry, but I don't think I can accept your patch. The main problem is I failed to adequately specify what I was after.

Basically, rather than a set of buttons, the idea was a slider with 4 positions: the current 0, 60, 3600, and 84200. With a text control beside it giving the rate (so that player knows what the rate is. This would allow us to add other steps later on. Obvious ones are 1, 300 (5 minutes), and 1800 (30 minutes.)

 

That's not a problem. I was thinking of doing it that way (4 positions) but couldn't find a straight forward way to set positions on the slider - am I missing something? :(

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Progress:

  • integrated geerzo's patch. To use .layout files for dialogs
  • Research is now almost completely finished. A few minor loose ends to tie up are documented below. But nothing to stop people trying it out.
  • Fixed SupSuper's bug, deleting one aircraft does not release hanger space, but deleting two does.

Notes:

  • geerzo, I've changed the layouts from being in \Content\DataFiles\Layouts to \Content\Layouts. The reason being the \DataFiles is intended to hold game data. e.g. Properties of Items, Facilities, the research tree, etc.
  • I also suspect the xsi:schemaLocation may have problems with us moving the files around. Simplest solution may be to copy the GUILayout.xsd file in with the .layouts
  • Research work still to do:
    • Implement additional tests like ResearchGraph.ValidateXNetAgainstTech() to Validate research.xml against the other XML files.
    • Update ResearchReward.GrantOneOf() to pick a tech at random to grant.
    • Research Screen, if start a project, remove any rows that are no longer startable because the started project consumed the item (e.g. prisoner) they needed.
    • Base Information Screen, still displays statistics for facilities that player hasn't researched yet.
    • Check for correct behaviour if an outpost is destroyed.

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Notes:
  • I also suspect the xsi:schemaLocation may have problems with us moving the files around. Simplest solution may be to copy the GUILayout.xsd file in with the .layouts

 

Yes there will be a problem with moving the files unless the schemaLocation is updated. I can update those no problem. The good news is the only problem will be in VS with intellisense, not in the actual runtime so it's not urgent.

 

Putting the xsd in with the layouts would make some things easier for sure however that's not currently compatible with CeGUI#. Right now it expects to find the GUILayout.xsd (and other xsds) at the root of the application, otherwise it won't work. I'm planning on making those schema location configurable in the future so we aren't locked into where we put them.

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  • darkhomb's patch to remove frame from static text widets on dialogs
  • StaffSargeant's patch replacing time buttons on geoscape with a slider
  • Fixed background music not looping on start screen
  • Removed superflous member "outpost" from BuildFacilityDialog
  • Base Information Screen, Only displays statistics for facilities that player has researched. (or are in the base via the startsettings.xml file)

Notes:

  • I think the slider for time probably wasn't one of my better ideas, and that the buttons probably work better. However, I'd like to leave it in for the moment and see what everyone else thinks. If the majority prefer the buttons, we can revert back.
  • StaffSargeant,
    • when doing case statements, I like to have a default with an assertion to catch added terms in the future
    • I also like the code to compile without warnings.
    • If possible, run FxCop against the code as well, and clean up any issues it has.

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I just ugraded from 1725 to 1726, and I get an exception thrown when I mark a spot?on?the?GeoSphere to build the first base. I have not looked deeply into it, but there might be some file I am missing, no? The same result after checking out 1726 "from scratch".
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Here's some screens on the exception.

Btw. am I the only one experiencing this? When clicking "Ok" on the menu after placing the first base I get this exception in 1727 and 1726, but not in earlier revisions.

excep1.PNG

excep2.PNG

excep3.PNG

excep4.PNG

excep5.PNG

Edited by taz0k
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Here's some screens on the exception.

Btw. am I the only one experiencing this? When clicking "Ok" on the menu after placing the first base I get this exception in 1727 and 1726, but not in earlier revisions.

Very odd.

taz0k, first point I'll make, for the first screenshot you posted (the dialog with the stack trace), you don't actually need to do a screen shot. Just click on the dialog, and then go ctrl+C, and it should copy the text to the clipboard. And you can then use Ctrl+v to paste it into an e-mail. Much easier for everyone.

Second,

I can assure you that 1726 works fine for me. I got a clean copy of 1726 last night and built 1727 from that.

That said, the problem you're having is consistent with 1727/1726. 1726 is where dialogs are defined by .layout files. And the stack trace indicates a failure by CeGUI to construct a dialog.

A quick and dirty test might be to get the copy the UI\Dialogs directory from 1725 over the one you've got, and try building and running that. That should give you dialogs that don't use the .layout files.

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Here's some screens on the exception.

Btw. am I the only one experiencing this? When clicking "Ok" on the menu after placing the first base I get this exception in 1727 and 1726, but not in earlier revisions.

 

Did you get the latest version of the whole trunk or just the xenocide folder? It almost looks like you didn't get the latest copy of the CeGUI# code.

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  • for time probably wasn't one of my better ideas, and that the buttons probably work better. However, I'd like to leave it in for the moment and see what everyone else thinks. If the majority prefer the buttons, we can revert back.
 
 
I wanted to wait until I tried the slider to comment, however now that I have, I feel the buttons are more effencent. Nothing againts your code StaffSergeant or your idea dteviot, Its not that at all. I just like the buttons better. Faster, easier.

my 2 cents

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first point I'll make, for the first screenshot you posted (the dialog with the stack trace), you don't actually need to do a screen shot.

 

Sorry. I upload exceptions as text from now on.

 

A quick and dirty test might be to get the copy the UI\Dialogs directory from 1725 over the one you've got, and try building and running that. That should give you dialogs that don't use the .layout files.

 

Overwriting the 1726 version of UI/Dialogs with the 1725 version removes the exception.

 

Did you get the latest version of the whole trunk or just the xenocide folder? It almost looks like you didn't get the latest copy of the CeGUI# code.

 

Actually I checked out the whole trunk. I did it again just to be sure, and I still get the exception.

 

Since this is only happening for me, I'll take all responsibility to solve it, unless you have some very good ideas about what could be the core of it.

 

About the time slider, I prefer the slider if it's appearance is heavily improved (and maybe horizontal instead of vertical) and perhaps a little longer so that it is easier to select the speed one wants.

the_exception_as_text.txt

Edited by taz0k
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Did you get the latest version of the whole trunk or just the xenocide folder? It almost looks like you didn't get the latest copy of the CeGUI# code.

Actually I checked out the whole trunk. I did it again just to be sure, and I still get the exception.

Since this is only happening for me, I'll take all responsibility to solve it, unless you have some very good ideas about what could be the core of it.

First step, I'd put a breakpoint (or wind the stack back) to this point, and see what obj, property and value are. Should give a clue what's missing.

 

at CeGui.WidgetPropertyAttribute.SetValue(Object obj, PropertyInfo property, String value) in C:\desktop\Projects\1726\Dependancies\CeGui\CeGui\Source\WidgetProperties.cs:line 93

 

About the time slider, I prefer the slider if it's appearance is heavily improved (and maybe horizontal instead of vertical) and perhaps a little longer so that it is easier to select the speed one wants.

I'm going to count this as a vote for buttons, as I think a horizontal slider is some time away.

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Did you get the latest version of the whole trunk or just the xenocide folder? It almost looks like you didn't get the latest copy of the CeGUI# code.

Actually I checked out the whole trunk. I did it again just to be sure, and I still get the exception.

Since this is only happening for me, I'll take all responsibility to solve it, unless you have some very good ideas about what could be the core of it.

First step, I'd put a breakpoint (or wind the stack back) to this point, and see what obj, property and value are. Should give a clue what's missing.

 

at CeGui.WidgetPropertyAttribute.SetValue(Object obj, PropertyInfo property, String value) in C:\desktop\Projects\1726\Dependancies\CeGui\CeGui\Source\WidgetProperties.cs:line 93

Had another thought about this. The .layout files are XML files, and they're currently ASCII. (not UTF-8)

As you're in Sweden, I wonder if we're seeing an issue with code pages/ASCII/Unicode conversion issues meaning that some of the characters in the .layout file are being converted differently than expected, causing strings to not match what is expected.

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Did you get the latest version of the whole trunk or just the xenocide folder? It almost looks like you didn't get the latest copy of the CeGUI# code.

Actually I checked out the whole trunk. I did it again just to be sure, and I still get the exception.

Since this is only happening for me, I'll take all responsibility to solve it, unless you have some very good ideas about what could be the core of it.

First step, I'd put a breakpoint (or wind the stack back) to this point, and see what obj, property and value are. Should give a clue what's missing.

 

at CeGui.WidgetPropertyAttribute.SetValue(Object obj, PropertyInfo property, String value) in C:\desktop\Projects\1726\Dependancies\CeGui\CeGui\Source\WidgetProperties.cs:line 93

Had another thought about this. The .layout files are XML files, and they're currently ASCII. (not UTF-8)

As you're in Sweden, I wonder if we're seeing an issue with code pages/ASCII/Unicode conversion issues meaning that some of the characters in the .layout file are being converted differently than expected, causing strings to not match what is expected.

 

You were right. Switching to english encoding stops the exception from coming.

I switched back to swedish encoding and changed all periods in numbers to commas in the .layout files (the meanings of period and comma is reversed in numbers in sweden) and that also stops the exceptions from appearing.

Edited by taz0k
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Progress:

  • fracture's Generate People names patch.

Notes:

  • Files should have a copyright notice with your real name.
  • Generally, I prefer the member variables being at bottom of file, in section marked fields. And EVERY member has xml comment describing the field

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Something different happened to me, the game starts well, when I am supposed to put my first base everything is good (I can hover over buttons and click them), when I click somewhere to build the base the dialog pops-up, but when I click ok, the name dialog doesn't pop-up. In addition, the right side panel seems to get out of focus (grayed a bit) and I can't select anything. Music plays normally but I can't do anything except from closing the window

 

Of course I can't check the time slider, but I think the buttons were better sorry

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Something different happened to me, the game starts well, when I am supposed to put my first base everything is good (I can hover over buttons and click them), when I click somewhere to build the base the dialog pops-up, but when I click ok, the name dialog doesn't pop-up. In addition, the right side panel seems to get out of focus (grayed a bit) and I can't select anything. Music plays normally but I can't do anything except from closing the window

 

Of course I can't check the time slider, but I think the buttons were better sorry

Yeah it's a localization issue with the new XML dialogs, I get it too. I've seen it happen before with... erm, sloppy developers. :P

 

While english systems use . as a decimal separator and , as a thousands separator, non-english ones do the opposite. This results in values like "0.075" getting parsed as "0075" which results in dialogs completely out of screen bounds and exceptions. The XML parsing routines have to specify the country code they're using to override the local regional settings and prevent such disasters. :)

 

As for the slider, it's a good concept, since you can still "click" on specific spots like the old timer buttons. But yeah, it'd work better as a horizontal slider with "snapping" and "markers" for the specific time speeds. This way people can both drag the slider around or click where they want.

Edited by SupSuper
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Something different happened to me, the game starts well, when I am supposed to put my first base everything is good (I can hover over buttons and click them), when I click somewhere to build the base the dialog pops-up, but when I click ok, the name dialog doesn't pop-up. In addition, the right side panel seems to get out of focus (grayed a bit) and I can't select anything. Music plays normally but I can't do anything except from closing the window

 

Of course I can't check the time slider, but I think the buttons were better sorry

Yeah it's a localization issue with the new XML dialogs, I get it too. I've seen it happen before with... erm, sloppy developers. :P

 

While english systems use . as a decimal separator and , as a thousands separator, non-english ones do the opposite. This results in values like "0.075" getting parsed as "0075" which results in dialogs completely out of screen bounds and exceptions. The XML parsing routines have to specify the country code they're using to override the local regional settings and prevent such disasters. :)

 

As for the slider, it's a good concept, since you can still "click" on specific spots like the old timer buttons. But yeah, it'd work better as a horizontal slider with "snapping" and "markers" for the specific time speeds. This way people can both drag the slider around or click where they want.

OK, we now have a good idea of the problem. Do I have a volunteer to fix it?

Note, whoever fixes it should probably look at using the System.Xml.XmlConvert class.

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You were right. Switching to english encoding stops the exception from coming.

I switched back to swedish encoding and changed all periods in numbers to commas in the .layout files (the meanings of period and comma is reversed in numbers in sweden) and that also stops the exceptions from appearing.

Taz0k, just to confirm (and let whoever fixes the problem replicate it), if you go into regional and language options -> Customize -> Decimal symbol, and set it to a "." layouts work. Set it to a "," and you get the exception.

 

Thinking about it a bit, I distinctly recall geerzo saying:

(10:06:26 AM) geerzo: They've put in custom parsing logic.

(10:06:52 AM) geerzo: Which makes porting .layouts from the c++ version.

(10:06:59 AM) geerzo: easier

...

(10:48:17 AM) geerzo: here is an example:

(10:48:26 AM) geerzo: public override void SetValue(object obj, PropertyInfo property, string value) {

(10:48:26 AM) geerzo: 364 HorizontalTextFormat format = HorizontalTextFormat.Center;

(10:48:26 AM) geerzo: 365 string temp = value.ToLower();

(10:48:26 AM) geerzo: 366 if(0 == temp.CompareTo("leftaligned")) {

(10:48:26 AM) geerzo: 367 format = HorizontalTextFormat.Left;

(10:48:27 AM) geerzo: 368 } else if(0 == temp.CompareTo("rightaligned")) {

Which makes me think the problem is probably wrote some CeGui# custom property parsing code that goes something like this

float val = Single.Parse(string)

when it should go

float val = XmlConvert.ToSingle(string)

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You were right. Switching to english encoding stops the exception from coming.

I switched back to swedish encoding and changed all periods in numbers to commas in the .layout files (the meanings of period and comma is reversed in numbers in sweden) and that also stops the exceptions from appearing.

Taz0k, just to confirm (and let whoever fixes the problem replicate it), if you go into regional and language options -> Customize -> Decimal symbol, and set it to a "." layouts work. Set it to a "," and you get the exception.

 

Yes, so theoretically everyone should be able to replicate it by changing from '.' to ','

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I can confirm that is the case - changed . to , and got the exception, changed it back and it all works.

 

In regards to the slider work - in or out, it was a worthwhile exercise for me and trying different things for the UI is part of getting it right, as far as I am concerned.

 

I will pick up some other task soon, possibly the new buttons for the new research screen if no one else picked that one up yet.

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Something different happened to me, the game starts well, when I am supposed to put my first base everything is good (I can hover over buttons and click them), when I click somewhere to build the base the dialog pops-up, but when I click ok, the name dialog doesn't pop-up. In addition, the right side panel seems to get out of focus (grayed a bit) and I can't select anything. Music plays normally but I can't do anything except from closing the window

 

Of course I can't check the time slider, but I think the buttons were better sorry

Yeah it's a localization issue with the new XML dialogs, I get it too. I've seen it happen before with... erm, sloppy developers. :P

 

While english systems use . as a decimal separator and , as a thousands separator, non-english ones do the opposite. This results in values like "0.075" getting parsed as "0075" which results in dialogs completely out of screen bounds and exceptions. The XML parsing routines have to specify the country code they're using to override the local regional settings and prevent such disasters. :)

 

OK, we now have a good idea of the problem. Do I have a volunteer to fix it?

Note, whoever fixes it should probably look at using the System.Xml.XmlConvert class.

 

There were no volunteers, so I fixed it myself.

  • Quick and dirty fix to CeGUI#, to make layouts work when Windows set to region that doesn't use '.' as decimal separator in floating point values.
  • reverted Geoscape back to using buttons to set speed
  • cull blank entries from the list of available names for people
  • Suppressed a number of FxCop false positives

Notes:

  • Someone who fully understands reflection (e.g. Geerzo) may need to find a better solution to the layout problem. At very least, there's a bunch of float.Parse() members that need replacing.
  • Note, FxCop hunts for uncalled member functions, and is detecting the [GuiEvent()] members that are called via the Layout.

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Something different happened to me, the game starts well, when I am supposed to put my first base everything is good (I can hover over buttons and click them), when I click somewhere to build the base the dialog pops-up, but when I click ok, the name dialog doesn't pop-up. In addition, the right side panel seems to get out of focus (grayed a bit) and I can't select anything. Music plays normally but I can't do anything except from closing the window

 

Of course I can't check the time slider, but I think the buttons were better sorry

Yeah it's a localization issue with the new XML dialogs, I get it too. I've seen it happen before with... erm, sloppy developers. :P

 

While english systems use . as a decimal separator and , as a thousands separator, non-english ones do the opposite. This results in values like "0.075" getting parsed as "0075" which results in dialogs completely out of screen bounds and exceptions. The XML parsing routines have to specify the country code they're using to override the local regional settings and prevent such disasters. :)

 

OK, we now have a good idea of the problem. Do I have a volunteer to fix it?

Note, whoever fixes it should probably look at using the System.Xml.XmlConvert class.

 

There were no volunteers, so I fixed it myself.

  • Quick and dirty fix to CeGUI#, to make layouts work when Windows set to region that doesn't use '.' as decimal separator in floating point values.
  • reverted Geoscape back to using buttons to set speed
  • cull blank entries from the list of available names for people
  • Suppressed a number of FxCop false positives

Notes:

  • Someone who fully understands reflection (e.g. Geerzo) may need to find a better solution to the layout problem. At very least, there's a bunch of float.Parse() members that need replacing.
  • Note, FxCop hunts for uncalled member functions, and is detecting the [GuiEvent()] members that are called via the Layout.

 

Hmmm...

 

I will definately take a look at this when I get back into town this weekend. I agree that the problem lies somewhere within CeGui# and not within Xenocide.

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I can confirm that is the case - changed . to , and got the exception, changed it back and it all works.

 

In regards to the slider work - in or out, it was a worthwhile exercise for me and trying different things for the UI is part of getting it right, as far as I am concerned.

 

I will pick up some other task soon, possibly the new buttons for the new research screen if no one else picked that one up yet.

 

I've e-mailed a patch for Adding/Removing all scientists on a project to [email protected].

 

Travis

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Progress:

  • travis hickey's patch adding "add all idle scientists" and "remove all scientists" buttons to research screen
  • Research Screen, if start a project, remove any rows that are no longer startable because the started project consumed the item (prisoner) they needed
  • When finish researching a project, check for any other projects that are now automatically granted (time == 0).
  • Update ResearchReward.GrantOneOf() to pick a tech at random to grant
  • Implemented additional tests like ResearchGraph.ValidateXNetAgainstTech() to Validate research.xml against the other XML files

Notes:

  • I can't accept taz0k's patch turning off VerticalSync, it completely stuffs up the update loop's timing. (Game time slows to a crawl. This can be fixed by setting Game.IsFixedTimeStep = false, but that introduces other problems.)
  • I believe I can now mark Research as completed. This marks an important milestone. XNA Xenocide now has every feature that the most complete C++ branch (the pre-stackless python) had. We're now heading into unexplored territory. OMG
  • In the area of "Implemented additional tests like ResearchGraph.ValidateXNetAgainstTech()", there's some false positives that will need to be filtered out. (Eventually)

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Notes:
  • I believe I can now mark Research as completed. This marks an important milestone. XNA Xenocide now has every feature that the most complete C++ branch (the pre-stackless python) had. We're now heading into unexplored territory. OMG

Congrats :beer: Though personally, I think we exceeded the C++ branch long ago.

Maybe it's time to get the Art department to knock up some awesome interception scenes. :P

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Notes:
  • I believe I can now mark Research as completed. This marks an important milestone. XNA Xenocide now has every feature that the most complete C++ branch (the pre-stackless python) had. We're now heading into unexplored territory. OMG

Congrats :beer: Though personally, I think we exceeded the C++ branch long ago.

Well, yes, the XNA branch does implement a few more things than the C++ branch ever did, and some other things in more depth. But this is the first time that it's implemented EVERY feature the c++ branch had. So XNA branch has without question the most advanced Xenocide branch so far now.

Well, except for the Pants UI.

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  • merged in fracture's SoldiersListScreen
  • Fixed enter key not working on Name Base Dialog
  • Filter out false positives in ResearchGraph.ValidateItemsAgainstTech()
  • Fixed Bug, FindIdleScientists() did not allow for outpost having more scientists than lab space.
  • Stubbed in Manufacturing Screen. (It shows items that can be built, and their cost, but you can't start any Build Projects yet.)

Notes:

  • fracture, nice work. I will note that if you're changing a soldier's name, you don't need to update the entire list, just the selected entry. The only change I made was stopping some FxCop warnings. (Tip, use String.Empty instead of "")
  • I suggest that next step would be to move the solder grid to a list box on the right hand side of the screen, in the button area, so the rest of the screen can be used for details. And add a "equip" button to go to equip screen.

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  • Put Xenocide version number on StartScreen (bottom right corner)
  • Can now build items in manufacturing screen

Notes:

  • I think this counts as the beta version for the 0.2 progress release.
  • Next job I plan on doing is "equip soldiers".
  • Zombie, please tell me where I find the specs for soldier inventory.

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  • Merged in Staff Sargeant's assign soldiers to Psi Training patch.

Notes:

  • Staff Sargeant, you forgot to allow for a soldier being fired, or transfered to another base.
  • Also, who thought it would be funny to call a soldier "Johnny Knoxville"? :)

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That my graphics card only supports textures with width up to 2048 causes some trouble.

It was all fine with older code that used Texture2D.FromFile.

But with content.Load Xenocide crashes for me when trying to load EarthNightMap.xnb (and EarthNormalMap.xnb).

 

I have attached a temporary fix.

textureSize.zip

Edited by taz0k
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The only thing that I changed was the "Copy Always" to "Copy if newer". The strange thing is that if your video card doesnt support a bigger than 2k x 2k target in content pipeline why it does it with a Texture2D.LoadFile ... We will surely drop this when we implement LOD over the texture cause probably we will use as source the biggest texture and encode it in a wavelet or something like that.

 

Greetings

Red Knight

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- Implemented bump mapping (we made it, we had now equaled the C++ branch eye candy wise). =b

 

Greetings

Red Knight

Nice work.

 

Now, stupid questions time. Has anyone tried setting the oceans to a single blue color, to see how the Geoscape looks? I kind of assume the colors indicate ocean depth, and I'm not sure that's needed, at least at this point in time.

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- Implemented bump mapping (we made it, we had now equaled the C++ branch eye candy wise). =b

 

Greetings

Red Knight

Nice work.

 

Now, stupid questions time. Has anyone tried setting the oceans to a single blue color, to see how the Geoscape looks? I kind of assume the colors indicate ocean depth, and I'm not sure that's needed, at least at this point in time.

But actually, from a style pov, why not keep it the way it is? ok, it might reduce the bitmap size, but I for one would prefer a more realistic representation...

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Very nice work!, I think I am going to soften the normal map a little bit if others agree.. I think its a little too much, Let me know your opinions

 

 

Opinions please?

I would give you my opinion, if I knew what it would mean.

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Very nice work!, I think I am going to soften the normal map a little bit if others agree.. I think its a little too much, Let me know your opinions

 

 

Opinions please?

I would give you my opinion, if I knew what it would mean.

[nerd mode]

A Normal map is similar to a Bump map, it's what makes a 2D texture get a "3D Feel", and that's the reason you can see shadows with RK's patch :)

 

A bump map is a 1-channel image (greyscale), and a normal map is a multichannel image (usually 3-channel, that means i.e. having RGB (Red-Green-Blue) values).

 

So, by softening the normal map, I guess he means making the "height transitions" in the globe less harsh, and thus having a more homoeomorphous look at the "mountain shadows" cast on the globe

 

Siiiir, did I pass? :Cry:

[/nerd mode]

 

I would like to see a softer version please :)

 

edit: sorry if I sounded a bit weird, I'm too tired and my mind works bad right now >.

Edited by kafros
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