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I got a lot of work done with the new map overhaul. Lots of new optimized textures and models have been implemented and placed into the surrounding new and giant landscape. Let's show off some pictures of how it's turning out so far:

One of the new additions to visuals is an improved terrain shader. Unity's built in terrain shader is very outdated and ugly. It uses a standard linear interpolation between layers and produces the following results:

The image above shows how it blends between 4 layers, grass, dirt, rock, and sand. Everything feels like it just fades away and there are no clear distinctions to where things start and stop. It doesn't look very good. I was going to add masks to add more interesting blending transitions but it requires a lot more textures which can be expensive. When I include normals, color, roughness, and masks, Unity's default terrain material ended up with 16 textures, all which need to be sampled when drawn. This proved to be poor in performance for VR.

And so, I went ahead and wrote my own terrain shader:

Notice how the grass cuts off based on the shape of the texture itself. Everything blends together organically and in tinier patches. To address the 16 texture problem, I packed masks into empty alpha channels. I also limited the terrain to 2 different normals after testing and finding out that that was the optimal amount needed for visuals. All in all it brought me down to 6 textures. Roughness values were computed by just the final color's green value. It was a good approximation. Here's a comparison:

It's great for the grass because it really makes it pop out and contrast on other surfaces which makes it look like it's growing on it.

I'm also working on the giant river that runs through the map. I have not finished the shader for it so I put a placeholder texture as a material:

It will split off into a little puddle for fishing:

So far I've finished roughly 40% of the map. I should finish this in about a week. After that I will see what available assets I have ready to start implementing stuff. If I don't have the chicken model yet then I'll look into the kitchen or chicken logic.

Stay tuned.

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Comments

Anonymous

Hm could we in future ride a boat or catamaran swan boat, and spend there date with our wifu:) ?

sgthale

There is plans for some type of boat for v0.8. No hard plans yet tho.

OuterSider

Hi, I am a new supporter of this project, I very much look forward to try out the AI system, it looks very interesting from all the videos. But I have encountered on problem, I recently changed my og rift to a vive cosmos, and apparently, this program has not yet support cosmos controller binding. I wish I could do it myself in steamvr controller configuration, but that feature seems broken at the time. Could you guys possibly make an official cosmos controller binding by any chance? The button layout is very similar to oculus touch controllers.

sgthale

I've heard of this issue. Vive Cosmos is hardly a week old and so I think SteamVR Input is still too young. This is something they need to fix on their own. What I assume will happen is that one of these days SteamVR Input will be patched and my game will work without me having to push out a new version. It's something out of my hands but I will look into it for next Beta release.