Castle Project
  • http://purple.worldforge.org/~xrenmilay/worldforgedev/westwall.jpg

    Here is a shot of the west wall with in the royal court.

    The resolution of the mesh is low and the textures are still fairly generic. The plan is to add grime and such for the bricks and columns, also planning to add some normal mapping displacements for the capitals.

    The image was rendered out of blender using the Ambient Occlusion with a couple spot lights. One with a blurred buffered shadow and another with a ray-traced shadow.
  • Looks good =) Keep up the good work jayr.
  • Nice. How many polys for that wall?
  • "kai" said:
    Nice. How many polys for that wall?

    Thanks :D
    there are 1484 quads for each section. Blender only registers that many because the rest are dynamically duplicates. I will get it down further by removing some additional poly in the columns, capital and the some excessive bevels. http://purple.worldforge.org/~xrenmilay/worldforgedev/rc_west_wall.jpg
  • http://purple.worldforge.org/~xrenmilay/worldforgedev/castle_map.jpg
    this is the idea that is being considered. Please give me feed back if something doesn't make sense or somthing needs to be changed/tweaked.
  • It is really mightly nice! Great that you've also done a floor planning. I can't really comment on the floor plan though, I think it's something one sees better in 3d.
    What are the dimensions for the castle?
  • http://purple.worldforge.org/~xrenmilay/worldforgedev/castle_walls.jpg

    I need feed back on which texture looks better for the castle walls. The left or the right. the right still has some tiling issues to be worked out. Personally I prefere the right.
  • http://purple.worldforge.org/~xrenmilay/worldforgedev/castle_map_3d.jpg

    An isometric shot of the castle for those who wish to have a 3D perspective. Not all the elements are with in the 3D screenshot that are show in the 2D version. However, the images should give an idea of the structure size and guts.
  • This looks very nicely done.

    I'm with you in thinking the right side wall texture is nicer.
  • I also agree. The right side texture is more castle-like. Although there's a brick-walled castle in Poland that looks pretty cool. too. That's made of red bricks, though.
  • http://purple.worldforge.org/~xrenmilay/worldforgedev/royal_quarters.jpg

    Here is another shot of my progress on the castle. This section has three floors, 39 rooms. A few of these need to be filled with medieval kitchenware, fireplaces, pantries. Furthermore, there are several staircases, and a three lounge type areas.

    There are a couple tweaks left to be done. Once this section is done I will begin working on the royal mess hall, kings throne and hall and then on to the reflection pool, fountain, gargoyles, statues within the garden.
  • http://purple.worldforge.org/~xrenmilay/worldforgedev/keep_begginning.jpg

    Here is the initial start on the Keep section. Left to do create a roof texturize the base floor, texturize the tower, model the access to the roof and couple more minor tweaks and it be done ;) Much of the data is recycled from the sw bailey and the royal quarters.
  • Importer is coming along:

    http://svf.dreamhost.com/pics/castle_wire1.jpg

    http://svf.dreamhost.com/pics/castle_wire2.jpg

    Still work left on the Blender materials manager, normal mapping, and occlusion code... more shots soon.

    - Sal
  • Love the progress of the the app it really starting to come together. 8) Gave me goose bumps at the potential of the exporter.

    Really looking forward to seeing the GPU shader features. Wondering if implementation of radiosity and ambient occlusion are in the road map ;) (hink hink)

    BTW the Keep is almost done plan to have it done tonight and will upload to the dev.worldforge server. Then I'll switch back to the royal court.

    Awsome work Sal! We need to get you a slap on the back t-shirt!
  • http://purple.worldforge.org/~xrenmilay/worldforgedev/KEEP0001.jpg
    Here is a rendering of the finished keep. Moving on to the next section. You can get the keep blender model here https://svn.worldforge.org:886/svn/media/trunk/junkyard/models/castle/. The file is about 17 Megs. In order to render the exact same image you have to have the sunsky.dll texture plugin and it can be found here
    http://members.charnwoodarts.com/Dave/sunsky_py.dll
  • Looking nice. There's one small issue I'd nitpick about, but that's not a showstopper. The stones on the corners of the keep don't fit. This is of course a texture thing, and really tricky to fix. Otherwise I really like it.
  • Wow, that keep looks great, jayr!
  • Fetch the seige machinery! Find some rotting carcasses and a catapult! It looks like it's time to have some fun.
  • http://purple.worldforge.org/~xrenmilay/worldforgedev/inn.jpg
    Some more visuals. Almost complete.
  • Awesome. If you could export that on it's own, I'd love plonk that down in the current mason world as an inn. Can you export it to md3 / 3ds?...
  • Sweet! It looks really nice!
    Are there normal maps for the walls?
  • I have a few more tweaks to go before I am able to export to 3DS.... soon though.

    Erik:those aren't normal maps but depth maps. Unfortunately I haven't had very good results utilizing normal maps within blender. I have to do some research and see how people are doing utilizing them within blender. I will be able to export stuff for Ember as well.

    cheers
  • Most of the final edits are done however will do additional modifications upon request. The files is located here http://purple.worldforge.org/~xrenmilay/worldforgedev/inn.zip

    I had difficulties exporting 3ds from Blender but an obj worked fine. Therefore, I export an obj from Blender imported it into Wings3d and then exported back out to 3ds from Wings3D. Brought it back into Blender and it seemed to be fine. Let me know how it works out.

    Cheers
  • http://purple.worldforge.org/~xrenmilay/worldforgedev/underconstruction.jpg


    More content created lastnight.
  • Wow, when can I move in? This is really great.
  • http://purple.worldforge.org/~xrenmilay/worldforgedev/underconstruction2.jpg
    "kai" said:
    Wow, when can I move in?


    I am hoping its going to be soon.

    I have worked on this a bit more, adding various height maps for the stonework, doors and the straw roof. Tweaked some polygons and generated some new textures for the beams and trusses. I wanted the woodwork to be rough and unfinished since these buildings are for the average folk. I also desaturated the shingle work for the bailey crown. However, I am still not satisfied with the look so I am considering creating a straw version of the crown roof. Furthermore, I am not quiet satisfied with the Avalon textures so I have begun tweaking it. As you see the barrels look kind of out of place and its simply because the much of a red hue to the wood. I think the next step is to add some grit, loose straw, brick and mortar, saw horse, tools and of course people actually working.

    Cheers
  • Wow. Just wow.

    Really amazing, keep up the good work! ^_^
  • Very impressive work, congrats!

    I was wondering where all the textures came from? They look really nice.
  • Last time I saw your work was on the dev-journal. Yoru progress is really astounding!

    Great, really great work.
  • Thanks for the praise, I appreciated it, although I would like to get a slap on the back t-shirt :)
    I was wondering where all the textures came from? They look really nice.

    Some textures are taken from WorldForge repository and tweaked to my quality standards. Most are generated by me from scratch, including specular and bump maps.

    At work, I have a decent camera so I run around taking reference shots of bark, wood, brick and then creating tilable high quality realistic images.

    All the images thus far are native Blender renderings. Currently I am working on interior shots that are requiring that I use Yafray.
  • The inn is rendering realtime with simple texturing. Still a ways to go to get anywhere near the quality of jayr's Blender scene... but heres an early preview.

    http://dev.worldforge.org/shots/bil/inn_interior.jpg

    Working on GPU shaders for the specular/bump maps. Shadowing, and lighting all still underway.

    More to come soon!
  • Nice!
    What language will the GPU shaders be written in? In Ember I've used Cg so far.
  • Eric,

    Shaders at the high level will hopefully be written using Blender itself, and imported by this library. The library, I'm hoping, will generate shaders for the target GPU architecture... Cg, GLSL, etc. For the most part I think a dozen or so different GPU programs could support Blender's shader system at a reasonable level.

    For the GPU level code I'm using a higher level XML based system to protoype them. This framework only generates GLSL currently, but I'm planning to support Cg also... it isn't too much different from GLSL.

    For really 'specific' GPU code, ie something that needs algorithmic functionality that isn't already a component usable from one of the higher-level APIs, I'm using a java-like shader metaprogramming language (similair to Sh) to write the code. This system only generates GLSL currently, but Cg is also a possibility.

    I went through all the trouble so shaders could be written in a OOP fashion, and it would be GPU-language independant. If the GPU doesn't support shaders, the shaders can still be run on the CPU.

    One route that could be taken using this library we're developing would be to load the Blender scene, and the framework will output XML + Cg shaders that could be loaded by any OpenGL application. Or I'm planning to have an option to link the library in directly and have the possibility to load the Blender scenes directly from its original media.

    A peek of the shader framework is here: (This is an older shot that was using OpenScenegraph renderer.)

    http://svf.dreamhost.com/pics/meta_torus.png
  • I've got a peek of the parallax mapping shader that'll hopefully be used on the inn/castle walls here:

    http://svf.dreamhost.com/pics/meta_teapot_parallax.png

    (Its hard to see the detail in a static shot, but the bricks project with perspective as the camera moves.)

    There isn't self-shadowing yet... as its killing framerate, so it'll be disabled until I can find something faster to get the same effect. :(
  • EXCITING! :D
    w00t!
  • http://purple.worldforge.org/~xrenmilay/worldforgedev//stable01.jpg
    A bit of work created over the Christmas break and some afterwards.
  • http://purple.worldforge.org/~xrenmilay/worldforgedev//CASTLE0001.jpg
    quick progress report. Messed up in several places but what the hell might as well.
  • Wow, that's some nice looking scene!

    Did you use the template system for the pitchfork, bales of hay and cart?

    I'm not so sure about the domes though. Seems like you're mixing some different architecture styles in that castle.
  • I do agree with the domes and I have been struggling with that one. I will figure something out.

    The pitchfork is templated, the box is templated, the hay is not. I need a template for that one. I looked for a template on the repository but wasn't able to find a template. If you can direct me to one I will template it for you, if not I have began laying one out.
  • absolutely amazing
  • The inn is rendering realtime with simple texturing. Still a ways to go to get anywhere near the quality of jayr's Blender scene... but heres an early preview.



    Working on GPU shaders for the specular/bump maps. Shadowing, and lighting all still underway.

    More to come soon!


    The link to the image is broken.
  • Is there a area where we can download the client in development?
  • We don't provide prebuild binaries of the development version, but there are instructions on how to build it over at http://wiki.worldforge.org/wiki/Compiling_Ember .

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