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    Screenshot of the week

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    • L
      lilSidlil @lilSidlil
      last edited by

      alt text

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      YouTube: https://www.youtube.com/c/lilSidlil
      Discord: https://discord.gg/rW6AHqr
      VK: https://vk.com/scfaforever

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      • BlackYpsB
        BlackYps
        last edited by

        Some updates on the Aeon PBR progress. As usual, the current shader comes first, then the PBR one.

        Screenshot_20230330_142011.jpg
        Screenshot_20230330_141418.jpg
        Screenshot_20230330_143550.jpg
        Screenshot_20230330_143527.jpg

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        • BlackYpsB
          BlackYps
          last edited by

          Some more screenshots: https://github.com/FAForever/fa/pull/4870 Note that the images there compare between before and after the pull request, there is no direct comparison with the current shaders that the game uses.

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          • BlackYpsB
            BlackYps
            last edited by

            Screenshot 2023-09-04 194554.png
            Screenshot 2023-09-04 211544.png

            Z 1 Reply Last reply Reply Quote 6
            • Z
              zhanghm18 @BlackYps
              last edited by

              @blackyps hello I use the latest version of FAF, but the shadow of my naval units on the sea is not like your screenshot, but the shadow is on the sea bottom. The map I used was concord lake, the original map of the game

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              • BlackYpsB
                BlackYps
                last edited by

                the shadow is still at the bottom of the sea in my screenshots. But they are taken on a test map where I aligned the sun direction that the water uses with the sun direction that the terrain uses. For some reason they are separate. Doing this allows these sun reflections on the water, but basically all maps don't use this so far, so you don't see it on concord lake.

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                • BlackYpsB
                  BlackYps
                  last edited by

                  Comparison of the capabilites of the current terrain shader and the one that the map generator will use in the future.
                  Screenshot 2023-12-10 135515.jpg
                  Screenshot 2023-12-10 135539.jpg

                  Z 1 Reply Last reply Reply Quote 2
                  • IndexLibrorumI
                    IndexLibrorum Global Moderator
                    last edited by

                    Are we playing the same game?

                    "Design is an iterative process. The required number of iterations is one more than the number you have currently done. This is true at any point in time."

                    See all my projects:

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                    • BlackYpsB
                      BlackYps
                      last edited by

                      I don't know https://en.m.wikipedia.org/wiki/Ship_of_Theseus

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                      • Z
                        zhanghm18 @BlackYps
                        last edited by

                        @blackyps It looks great. Will this change improve existing maps?

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                        • BlackYpsB
                          BlackYps
                          last edited by

                          No, the changes are too unpredictable to apply them automatically. It will however be possible to convert existing maps. In the best case the effort for this is rather low, in a worse case it requires some tweaking of the map, which is easy in principle, but we still have to develop the tools to be able to do it easily. That's why we are searching for someone with unity experience as mentioned here: https://forum.faforever.com/topic/6881/call-for-volunteer-map-editor-development-in-unity

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