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Re: Screenshot thread
Posted: Fri Jul 12, 2019 8:03 pm
by King of Worms
Re: Screenshot thread
Posted: Sat Jul 13, 2019 9:47 pm
by King of Worms
Re: Screenshot thread
Posted: Sat Jul 13, 2019 11:25 pm
by emmathepony
King of Worms wrote: ↑Sat Jul 13, 2019 9:47 pm
And some more materials, I use sharpening and FXAA using reshade and get nice results on the textures and NPCs/MOBs/Sprites... its very good.
Looks really good especially the 3D skulls.
Re: Screenshot thread
Posted: Sun Jul 14, 2019 9:03 am
by pango
That island between Daggerfall and Betony is a really nice place to have some good time.
Make sure your vaccines are up to date!
Re: Screenshot thread
Posted: Sun Jul 14, 2019 9:41 am
by King of Worms
pango wrote: ↑Sun Jul 14, 2019 9:03 am
That island between Daggerfall and Betony is a really nice place to have some good time.
Make sure your vaccines are up to date!
Lol that 1st screen misses just a camp bed and a beach umbrella (and maybe a cocktail on the table)
Would be funny easter egg
Btw I got used to the more blurry mipmaps, its deffo better than the too sharp ones. I like how the tiling patterns on the distant terrain got almost invisible. Still I think a bit more sharpness might be possible without re-introducing the too sharp jagged textures. Do you think its possible in the future?
PS: Cant wait for the moment I apply normal maps to the terrain, I think it will be great, if done properly. But it does not work to me :X I told Lacus about it already, lets hope he will help.
Re: Screenshot thread
Posted: Sun Jul 14, 2019 11:36 am
by pango
King of Worms wrote: ↑Sun Jul 14, 2019 9:41 am
Btw I got used to the more blurry mipmaps, its deffo better than the too sharp ones. I like how the tiling patterns on the distant terrain got almost invisible. Still I think a bit more sharpness might be possible without re-introducing the too sharp jagged textures. Do you think its possible in the future?
Well, there's always a tradeoff between aliasing and blurriness indeed. That's why mipmaps have a
mipmapBias parameter for example.
I'm not sure if this applies to custom surface shaders, but it's not difficult to implement directly in the shader code:
left 0 (current), middle -0.5 bias, right -1 bias:
- mipmapbias.png (1.01 MiB) Viewed 2593 times
It seems -0.5 is quite safe to use, while I'm seeing more and more aliasing as I go above; So I submitted a
PR with a -0.5 bias...
(damn, I thought vegetation was deterministic, but comparing those screenshots it seems just random...)
Re: Screenshot thread
Posted: Wed Jul 17, 2019 9:05 pm
by Uncanny_Valley
- attic.png (1.96 MiB) Viewed 2481 times
Re: Screenshot thread
Posted: Thu Jul 18, 2019 3:00 am
by mikeprichard
Uncanny, where's that armor suit model in your shot from?
Re: Screenshot thread
Posted: Thu Jul 18, 2019 3:07 am
by pango
It comes from Daggerfall itself I think. You can find it in several castles/dungeons (Castle Wayrest, Aetherius,...)
Nice attic! Houses and dungeons could really use more stuff in them, I guess they kept furniture to the bare minimum for performance reasons at the time...
Re: Screenshot thread
Posted: Thu Jul 18, 2019 3:08 am
by Jay_H
Mantellan Crux. There are some of them in the penultimate section, after you do the instant-kill switch puzzle.