Author Topic: Share  (Read 562 times)

Offline Voss

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« on: January 01, 2003, 04:05:22 PM »
Okay here's a submittal. Don't say I ever gave you nothing (nuttz).

Offline weazel

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Not bad voss.
« Reply #1 on: January 01, 2003, 04:46:33 PM »
Here's my latest water tile.

It will be used in the Po Valley terrain, I used a shot of Cannes overlaid with waves from Lake Bracciano.

Offline weazel

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In game shot.
« Reply #2 on: January 01, 2003, 04:55:06 PM »
Mudstain over water. :D

Offline Voss

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« Reply #3 on: January 01, 2003, 05:12:16 PM »
Thank you, Weazel. Btw, that tile is created with pov code. two files were rendered in succession. First:

**********(Code follows)***********
// Dessert.pov

#version 3.5;

#include "functions.inc"
#include "colors.inc"
#include "logo.inc"

#declare use_radiosity = true;
#declare use_area_light = false;

global_settings {
   max_trace_level 12
   assumed_gamma 1.0
   #if (use_radiosity=true)
   radiosity { brightness 1 count 300 distance_maximum 1 error_bound 1
      gray_threshold .5 low_error_factor 1 minimum_reuse 1 nearest_count 1
      recursion_limit 1 normal on }
   #end
#if (use_radiosity=false)
   #default {finish {ambient 0.02} }
#else
   #default {finish {ambient 0.00} }
#end }

camera { location <0,4,50> direction y sky z right -x look_at <0,4,-5> }

light_source { <-0.7, 0.83, .4>*150000 color rgb <3.43,2.87,1.95>
  #if (use_area_light=true)
      area_light 4000*x 4000*y  4,4
      jitter
      orient
      circular
   #end
   media_attenuation on media_interaction on }

#if (use_radiosity=false)
   light_source { <0.9, -0.6, 0.5>*150000 color rgb 0.35 shadowless }
#end
#declare fn_RMF = function{ f_ridged_mf(x, y, z, 0.1, 3.1, 8 ,0.7, 0.8, 2) }

isosurface {
   function {
      z - fn_RMF(x, y, z)*0.07
   }
   max_gradient 1.3
   contained_by { box { <-15, -15, 0.0>, <15, 15, 0.2> } }
   texture {
      pigment { color rgb <1.0, 0.85, 0.6> }
      finish {
         diffuse 0.7
         specular 0.1 } }
   scale 8
   translate -0.16*z }

******** (End first code) *********

And then it is tiled with:

********* (Second code) **********
// TileDessert.pov
#version 3.1;

global_settings { max_trace_level 75 assumed_gamma 1.5 ambient_light 0
   radiosity { brightness 1 count 300 distance_maximum 1 error_bound 1
      gray_threshold .5 low_error_factor 1 minimum_reuse 1 nearest_count 1
      recursion_limit 1 } }

#include "Colors.inc"

#declare TilePigment = pigment { image_map { sys "Dessert.bmp" }
   frequency .5 phase 0 lambda 2 omega .5 turbulence .35 scale 1 }
                                                       
light_source { <-500,500,-350> color rgb 4 }

   #ifndef (TilePigment)
      #warning "No TilePigment specified.  Pigment not tiled.\n"
   #else
      #ifndef (TileSize) #declare _TX_size = <1, 1, 1>
         #else #declare _TX_size = TileSize * <1, 1, 1> #end

      #declare _TX_xpigment = pigment {gradient x pigment_map {
         [0 TilePigment scale <1 / _TX_size.x, 1, 1>]
         [1 TilePigment scale <1 / _TX_size.x, 1, 1> translate x]}}
      plane {z, 0 pigment {gradient y pigment_map {
         [0 _TX_xpigment scale <1, 1 / _TX_size.y, 1>]
         [1 _TX_xpigment scale <1, 1 / _TX_size.y, 1> translate y]}}
         finish {ambient .45}}
      camera {location <.5, .5, -1> look_at <.5, .5, 0> orthographic up y right x}
   #end

********* (End Code) **********

Pretty cool, huh? :)

Offline cobra427

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« Reply #4 on: January 01, 2003, 07:15:19 PM »
:eek: :confused: :eek:  i was confused on the words POV code ............................. ...........


cool p51

Offline Voss

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« Reply #5 on: January 02, 2003, 03:00:09 AM »
Well, it probably won't convert you anyway, but check out http://www.povray.org and see what you think. Pov has a very steep learning curve, but it's free. :)

Offline Berra85

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« Reply #6 on: January 02, 2003, 05:15:31 AM »
Would love to put the tile to use, but i have no clue what so ever in how to work the terrian editor :)

Offline DOODY

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Re: Share GOOD GOD MAN!!
« Reply #7 on: January 02, 2003, 10:30:33 AM »
Quote
Originally posted by Voss
Okay here's a submittal. Don't say I ever gave you nothing (nuttz).


 that is one awesome tile!


 and your not helping me w/ pangia because?!?!?!?!?!?!?

 Common' .. be a soldier!!!

Offline Voss

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« Reply #8 on: January 03, 2003, 03:29:13 AM »
I don't know about your pangia project.

Offline DOODY

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Project:Pangia
« Reply #9 on: January 04, 2003, 03:36:18 PM »
Quote
Originally posted by Voss
I don't know about your pangia project.



This project is open source to anyone wat wants to get involved.
Objective: expand on the playability of AH.

Ideally, I'd like to have a website that has all the tactical and enviornemtal data one would need while this map is on.

snap shots of secret facilities, animated maps and flybys and such.
I've got lots of other ideas i want to incorporate into it. none of which would impact the game play, but offer some sim-depth.
these are early design screen shots. go to ]most-wanted.org archives and get the current  "nat.res" to fly in it.




[IMG]http://www.most-wanted.org/downloads/Pangia-Terrain/zones400x.gif[/IMG