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| [Art] Water at Night |
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Onewing
Member #6,152
August 2005
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Disclaimer: All who contribute will be properly notified in my game credits under specific topics. This is a question on my continuing project. Some previous threads are Simulating Water and Generating a Wind Model. The project is coming along nicely. The following screenshot is from the current version. It features a planet consisting of only red rock and water that was added at different locations by the user (== me) during gameplay. Assume you are looking at this planet from far away. The sun (or the star this planet is revolving around) is on the left side while the moon is on the right side (setting up day and night). And now for the question, is the water on the night side suppose to be so dark you can't really see it or should it be an even brighter blue than the hilly/mountainous terrain? Right now, I have it as the darker version (with faint sparkles). http://comp.uark.edu/~spsilve/terrain7.JPG Comments appreciated. ------------ |
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miran
Member #2,407
June 2002
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Quote: Right now, I have it as the darker version (with faint sparkles).
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HoHo
Member #4,534
April 2004
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Quote: And now for the question, is the water on the night side suppose to be so dark you can't really see it or should it be an even brighter blue than the hilly/mountainous terrain? In my oppinion, when it's dark it is dark. Unless there are some lights sources like big cities, fires of phosphorous animals you shouldn't see anything because there is no light there. Of course if you don't want to achieve too good realism but just make it usable for players it is a whole different story. I personally would like it to be almost black but still lit enough to see the important stuff. What you have right now is a bit too dark I think. You could take a look at xcom or ufo:aftermath/shock series to see how they have done it. __________ |
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BAF
Member #2,981
December 2002
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I can faintly see the water on the right side. But, as HoHo said, make it as visible as it needs to be to be usable to the player. |
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Onewing
Member #6,152
August 2005
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Quote: Unless there are some lights sources The moon provides a dim bluish light on the right side. You can barely see it. Quote: I can faintly see the water on the right side. You're actually seeing the high mountains. On the left, the higher the ground is, the brighter the red. When the moon is full and in the midst of the darkness, it makes the higher ground bluish with a faint hint of red (kind of purply). Quote: make it as visible as it needs to be to be usable to the player. There will be an option to turn off light sources and be able to view the entire playfield. SimCity 4 goes from Night to Day and back, but you can opt to keep it at daytime always. There will be a bar at the bottom to indicate what time it is and where on the planet, as well as where the moon is and what phase it is on. Here's a link to a pic that might paint the picture better. It looks light the water is slightly lighter than the ground, but I think I might still keep it the way I have it currently. [EDIT - UPDATE] http://comp.uark.edu/~spsilve/terrain8.JPG ------------ |
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HoHo
Member #4,534
April 2004
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Much better but a bit higher contrast would probably be even better. Heh, that sounded too much like Star Wars __________ |
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Onewing
Member #6,152
August 2005
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Better? I've increased the contrast by 15%, which turned out to be just a one line addition. Thanks for the input, I really appreciate it. I'm trying to keep regular updates on my blog (see sig) if you want to know more about where the game is going. I don't imagine your that interested, though. ------------ |
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HoHo
Member #4,534
April 2004
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It does look better but does it only seem so or is there a single spot of light on that map? [edit] [edit2] __________ |
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Onewing
Member #6,152
August 2005
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Quote: It does look better but does it only seem so or is there a single spot of light on that map? I'm not sure what you are asking, but yes, the sun light source is the single spot of light centered in the circle you drew. It is suppose to get darker (slowly) until the moon light source takes over on the right side. The moon light is not nearly as strong and centered (if it were offset, there'd be an even darker area where the moonlight and sunlight didn't reach)in the darkest spot of where the sun doesn't reach. ------------ |
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HoHo
Member #4,534
April 2004
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OK, that explains it. I thought you had the light source placed the same way as on the Earth picture you linked before. Also I just understood you don't have a spherical planet but flat one __________ |
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Onewing
Member #6,152
August 2005
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Quote: Also I just understood you don't have a spherical planet but flat one Yeah, I went back and forth on whether I wanted a spherical or flat planet. I decided flat would still convey my, I guess, vision of what I'm intending. If this project turns out well, my future plans for a sequel would involve a spherical planet and using OpenLayer. Credits will be given soon unless someone else interjects. ------------ |
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Vasco Freitas
Member #6,904
February 2006
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This isn't related to your question, but when I first looked at your image I thought that the water was the sky, the white dots on the water were stars, and the red parts clouds maybe... IMHO, I think you should dim down the sparkles in the water, I think they are way too white (and maybe there should be less of them). The transition of the color of the water that's close to land to the black in the deep water doesn't seem right either, I don't think it should be completly black, but just a darker shade of blue. In the last image you showed, I think the dark side is very well on the bottom half, if you want it possible to see the land. The top half is pitch black, that doesn't look good, it's difficult to understand if there's land there or if it's water. Just my opinion... |
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Onewing
Member #6,152
August 2005
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Quote: I think you should dim down the sparkles in the water, I think they are way too white (and maybe there should be less of them). The sparkles are actually generated from highly unstable water and/or from lack of adjacent nodes to move to. This creates sparkles at the shoreline and where the water is deep and (supposedly) wavy. Still pictures look like some kind of nebula in space, but when it's in motion I think it is better, IMHO. When I have this functioning a little better, I will probably have an executable for testing instead of just screenshots. Quote: I don't think it should be completly black, but just a darker shade of blue. I agree and was thinking the same thing. It's still blue, but it is so dark it appears to be black. I'll just raise the cap rate for how dark the water can be. Quote: In the last image you showed The attached file a few posts up or the last one within the post? Quote: Just my opinion...
Couldn't ask for more. ------------ |
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Vasco Freitas
Member #6,904
February 2006
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Steven Silvey said: but when it's in motion I think it is better Yes, animated probably looks much better. Steven Silvey said: The attached file a few posts up or the last one within the post?
The one within the post, I didn't notice the attached file. The attached image looks pretty good to me |
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Onewing
Member #6,152
August 2005
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Just a small update plus giving credits. http://comp.uark.edu/~spsilve/terrain8b.JPG Now I have my revolving Sun & Moon. Plus, the Moon goes through phases. Here the moon is on it's Waxing Gibbous phase and is slightly off centered from the darkness, thus, the dark area is not as blue as it could be. The little line indicator will be able to be turned off. ------------ |
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Fladimir da Gorf
Member #1,565
October 2001
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I'd recommend changing the red to green, brown or gray, for example. OpenLayer has reached a random SVN version number ;) | Online manual | Installation video!| MSVC projects now possible with cmake | Now alvailable as a Dev-C++ Devpack! (Thanks to Kotori) |
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Onewing
Member #6,152
August 2005
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The original concept was to only work with red, green and blue. Red for rock, green for grass, blue for water. However, since then, it's evolved a little more. The concept is still starting from a new planet of red rock (hopefully something like Mars) and adding water (which the player does) which eventually leads to clouds, flora and lifeforms. That's where I'm going with it at least. ------------ |
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Fladimir da Gorf
Member #1,565
October 2001
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Well, that's not the color of Mars anyways. And it doesn't look very "rocky" for me... it looks like some red fog. OpenLayer has reached a random SVN version number ;) | Online manual | Installation video!| MSVC projects now possible with cmake | Now alvailable as a Dev-C++ Devpack! (Thanks to Kotori) |
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Onewing
Member #6,152
August 2005
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Quote: Well, that's not the color of Mars anyways.
I was wondering when somebody was going to call me on that. Quote: And it doesn't look very "rocky" for me... it looks like some red fog. There's no shading going on here. The intensity of the red is simply based on the height of that node. Now, I do take the returned value and add or subtract about 5 from it to give it more of a texture. Those screenshots are low quality JPEGs, so they blend all that into a single mesh. I should have said something about that... BTW, what color(s) is the rock like on Mars? I knew it wasn't just red, but I wasn't sure on the exact color. However, I guess the more important question should be, what color of rock would it be for a brand new planet (from the cooling of a star)? ------------ |
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Fladimir da Gorf
Member #1,565
October 2001
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Quote: Again, the original idea was kind of just manipulating rgb values without getting complex.
You could write your own mixing function which you could use everywhere. Or steal one from OL Also I'd suggest using a texture instead of a single color. Even a simple texture would increase the quality of the graphics a lot. I actually have some surface textures that I've made if you might need some. OpenLayer has reached a random SVN version number ;) | Online manual | Installation video!| MSVC projects now possible with cmake | Now alvailable as a Dev-C++ Devpack! (Thanks to Kotori) |
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Vasco Freitas
Member #6,904
February 2006
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Steven Silvey said: BTW, what color(s) is the rock like on Mars? It should be more brown, something like Red: 175, Green: 65, Blue: 10 (from 0 - 255) |
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Onewing
Member #6,152
August 2005
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Well, just to test it out, I threw green intensity to be red intensity divided by 2.73 (which is 175/65). Do you guys like this better than the red planet? I'm not sure if I like it, it feels too...Earthy to me. I'm supplying a link to a higher quality bitmap so you can see that it is slightly gritty. ------------ |
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Vasco Freitas
Member #6,904
February 2006
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I think the red version looks better (although doesn't look at all like Mars), but anyways even if the color is like Mars (I think that in this image it's a bit too saturated, maybe decreasing both red and green a bit (more red than green) would be better) I don't think it's ever going to look like Mars if there's water The grittyness is nice but there isn't any on the lighter spots, and I think the light spots are too light, and they are the same color in a big area, it should be more gradual. Are you trying to imitate existing planets or create imagined ones? |
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Onewing
Member #6,152
August 2005
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Quote: Are you trying to imitate existing planets or create imagined ones? Well, I'm creating imagined ones, but I want them to imitate existing planets as much as possible. It doesn't have to be dead on, this isn't for NASA or anything, it's just a game. Quote: The grittyness is nice but there isn't any on the lighter spots, and I think the light spots are too light, and they are the same color in a big area, it should be more gradual. That's because those spots have reached the maximum height, therefore having maximum color of 255 (meaning I can't add to make them gritty). This can be fixed easily by just making the max height higher. I could cap the color at 240 or so, that way I could still add/subtract at the highest spots and keep it from being too bright. Neither cases are very high on my priorities. While tweaking the colors, I'm planning the next phase of temperatures and atmospheres (and then ice & evaporation, then wind, then clouds, then flora, then...). Whatever happens, it's a lot of fun making it (I just hope that ends up being fun to play it). ------------ |
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Fladimir da Gorf
Member #1,565
October 2001
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Are you using OpenGL, by the way? What about using proper lighting and shadowing? That would look great. OpenLayer has reached a random SVN version number ;) | Online manual | Installation video!| MSVC projects now possible with cmake | Now alvailable as a Dev-C++ Devpack! (Thanks to Kotori) |
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