• подарки оптом, подарки опт
  • сувениры оптом, сувениры опт
  • бизнес сувениры
  • бизнес подарки
  • сувенирная продукция
  • купить футболки
  • бейсболки
  • ежедневники, ежедневник
  • подарки для женщин
  • подарки для мужчин
  • стеклянные двери
  • стеклянные перегородки
  • cтеклянные лестницы
  • изделия из нержавейки
  • Archive for January, 2010

    Virtual Oslo

    An acquaintance of mine, Sahak, found me with an interesting challenge: he wanted me to get his “Virtual city of Oslo” map to a presentable form.

    He imported simple buildings from City Engine to UDK and made a map of the city.
    Problems with the City Engine -> Unreal Engine asset pipeline and the sheer scope of the project led to an interesting task specification:

    - The city barely fits Unreal’s “world”, which is a roughly 10×10 km area.

    - 4188 unique buildings made up the city. No instancing at all. Each building had its pivot at the world origin.

    - No textures or proper UVs.

    - I had 48 hours to finish.

    After the two days, I came up with this:

    Virtual Oslo flythrough.
    (HD version on Vimeo.)

    The more technical, “behind the scenes” stuff is after the break.

    Read the rest of this entry »

    Written on January 30th, 2010
    Categories: My projects, UDK

    Mass Effect 2: The adventure starts… with setup.exe.

    I’ve bought ME2 (from Direct2Drive) and now that the release date came, I wanted to install it.

    After downloading the 9 Gb pack I extracted the rar file and ran setup.exe:
    Language: English, Ok, Yes I want to install, Next, I Accept the EULA, I Agree… Installation canceled? Uhmp, silly me, I must have accidentally clicked on “cancel”…
    Okay, Finish, lets start over. Setup.exe, Ok, Next, I Accept, Installation canceled. What the hell?!

    After spending an hour tracking down the problem on forums, it seems that the installer fails on Win7 x64 systems. Here we have a AAA game with tens of millions of dollars spent on the development (and twice as much on marketing) and the fucking installer doesn’t work… Well done! Yeah, I know, windows 7 is a rare, exotic operating system, I can’t expect the developers to test the installer on it… Oh wait… Win7 is the best selling OS in history.
    Now I’m trying a manual install method, made for MassEffect 1, where the user copies stuff manually to the proper directories.

    I wonder if there is an achievement for being able to install the game…

    EDIT: I take everything back.
    It was DirectoryOpus. Its zip extraction screwed up a few files, one of the exe files was copied into in several ini and rar files for some reason… o_O
    7zip was able to perform the requested operation flawlessly, so its installing now! Fingers crossed.

    EDIT2: It runs without a hitch. :D

    Written on January 29th, 2010
    Categories: Games
    Tags:

    Scripting again

    A programmer bailed out on me, so now I have to do his job as well. :\
    Not that I mind scripting, but it doesn’t make the development of GViz any faster…

    Also, writing the PSA/PSK exporter for modo is a task way out of my league. So, kind reader, if you are interested in this paid job (even after reading the specification), then please drop me a mail.

    Better news is that I’ve just received the final concept art of Nat, the base character for GViz:

    He will play all roles in the system: by simple attachments and changing masks we can express it’s function in the pitched game: A blue bulletproof vest with a white POLICE sign on the back makes a cop, camo texture and a helmet with a dry bush on it turns Nat into a sniper, glasses and a lab coat is for playing a scientist, you get the idea.

    The next task is designing the skeleton and the animation system.

    Written on January 22nd, 2010
    Categories: Gavit, Scripts
    Tags:

    Cubemap rendering rig in modo 401 for Unreal

    Here is a scene file which makes cubemap generation (for Unreal) simpler:
    CubemapRenderRig.lxo

    Just import it to any scene and render the first 6 frames from the CubemapRenderCam camera. The frames should be added in the same order to the Cubemap in UnrealEd.

    There is a sphere object as well, around the camera, which blurs the surroundings. The RefractionRoughness parameter in the BlurMaterial group adjusts blurriness.
    (At first I tried camera DOF, but that way there were seams between the cubemap’s faces.)

    Written on January 14th, 2010
    Categories: UDK
    Tags: , ,

    Fake antialiasing in UDK

    Intel’s research on morphological antialiasing (PDF paper) is rather interesting: its a post process effect, working on a rendered image. It looks for high contrast areas, recognizes basic pixel patterns and does pixel blending on them.

    Very clever stuff, inspiring, so I wanted to see if I can make a fake AA post process in Unreal.

    A less groundbreaking but more obvious approach was an edge detection based blending between the original frame buffer and a slightly blurred version. I did the blending based on local contrast so the blurred image appeared where pixel lightness suddenly changed.

    This method created ghosting on near vertical and near horizontal edges, so I had to weigh edge types. Then I tried to do the edge search on the depth buffer which produced slightly different results. Eventually I ended up combining the two methods so contrast in lightness and depth both matters.

    Here are the results:

    Without and with post processing.
    (You can use the left-right cursor keys to move
    through the images.)

    The effect works best on ~22.5 degree slopes (45 degree ones look smooth even without AA). The shader has difficulties with high contrast, high frequency details: the grate at the top of the building, with its 1-2 pixel wide bars looks really weird after filtering.

    This filter does a certain degree of de-noising as well, which helps with the bright edges on the window bars.

    Alpha tested foliage looks better with the post process, in spite of the lost sharpness. The loss of high frequency details is quite apparent on the cliff and the dome, but that’s not that obvious while moving.

    Interestingly the ideal settings of the effect (7 parameters) depend heavily of the content of the scene: lighting, textures, geometry detail. My test map, DM-Deck and DM-Sanctuary needed a quite different setups, so for best results, the parameters would need tweaking on a room-by-room basis, which would be a hassle. (A script could handle the blending values when moving between rooms.)

    The other problem is that the shader is quite expensive, clocks at 86 instructions at the moment, although I haven’t tried to optimize it.

    And lastly, I’m not convinced that I need AA this way at all. The effect is very subtle and it would be worth the effort only in really low resolutions. Even in 720p, it’s not very obvious, save for a few extreme cases. Beyond 1080p, the pixel size gets so small that AA is practically unnecessary. More resources spent for less impact.

    So until a GPU implementation of the cheap MLAA gets implemented in Unreal, I won’t worry about aliasing too much.

    Written on January 8th, 2010
    Categories: Gavit, UDK
    Tags: , , ,