Ambient occlusion problem finally solved

I have been working with this problem for a long time now but I have finally found a solution that works. The problem began when we decided to but the ambient occlusion on the buildings in a separate UV-set. This resulted in zeroed out tangents in the shader. I thought I had found the solution to this when we exported the meshes with built in tangents, but something was not right with these tangents, weird artifacts appeared. I abandoned this and tried another solution which was to render the occlusion in another rendering pass. This seemed to work in my prototype but when I implemented it in the game z-fighting appeared between the rendering passes. We finally decided to abandon this and bake the occlusion in to the diffuse maps. But I couldn’t let this go and fortunately I found out that the z-fighting was caused by a bad mix between the fixed function pipeline and the programmable pipeline. This was easily solved by using a second shader to render the occlusion pass, which I previously rendered using the fixed function pipeline.

Last week I worked with the life bars and selection markers on the characters.

This week I have been working with special effects for the rocket launcher and desert eagle, I will upload a clip of this tomorrow.

/Martin A

NormalGuy minigun walk

This is what I did today.

/Lukas

Minigun Complete

As seen in Lukas posts, the minigun is textured and cleaned. Next is the sniper rifle, uv is done and i have begun blocking out the diffuse.

minigun3.jpg

//Martin S

Normalguy attack_02

Here is what I did today, minigun attack, idle, dualguns attack (needs polishing) and The run cycle is complete for some serious critique : )

C&C always welcome

/Lukas

AI: Defensive behaviour

This week I’ll be working with the defensive behaviour of the team AI. I’ve made it so that it can fortify zones that are valuable and prioritized by the team. The zones first to be fortified are those which are at the edges of the teams’ current prio-map, and eventually maybe the money-zones too. A simple defensive behaviour for the individual troops is also up and running.
I’ll also program some kind of budget plan for the teams, so that they put aside some of their money for upgrades and some for fortifications etc. This budget will of course depend on what alignment the team has at the moment.

Next thing after those things is to create a behaviour for the team if one or more of its zones is being taken. The reaction should be affected on how defensive or aggressive the team is at that time, and what priority that zone has for the team.

Also earlier this week I tweaked the fuzzy-logic so that it works much better. I’ll probably have to change it again some time in the future. But I’m happy with how it works right now.

//Bo

 

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