After D5081, make more minor adjustments to the terrain material normal values, purely for aesthetics. After the D5081 refactoring it looked like the terrain had lost some of its visual pizazz and looked pretty "flat" compared to previously. The tweaks to the values in this diff endeavors to bring the pizazz back, maybe even enhance it slightly.
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Open a map like Miletus Peninsula and see if the terrain looks nicer
Suggest alternate values if desired
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Buildable 22250 Build 54379: Vulcan Build Build 54378: Vulcan Build (macOS) Build 54377: Vulcan Build (Windows) Jenkins
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Successful build - Chance fights ever on the side of the prudent.
Link to build: https://jenkins.wildfiregames.com/job/vs2015-differential/8310/display/redirect
Is it possible to adjust the visual by editing normal textures instead of making the strength more than 1.0?
It is possible, but that is a ton of work. I'm not against doing grunt work (I do it all the time), but I thought the benefit of materials was that you can adjust the strength of these graphical features (normals, specular, parallax, et al.) without doing all that grunt work.
Regardless, I think the settings I have in this patch are too extreme, so I'll commit a new patch soon.
I can write a script to convert it automatically.
but I thought the benefit of materials was that you can adjust the strength of these graphical features (normals, specular, parallax, et al.) without doing all that grunt work.
Yes, it is. The problem is that values above 1.0 are calculated empirically as we don't have a consistent way to strengthen normals.