Thread: RuneTek 3 Extended

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  1. #1 RuneTek 3 Extended 
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    Interesting.

    One correction however...
    Your labeling of the y axis -y is correct... But Z isn't supposed to be -z, the XZ axis are flipped, and both positive. You can see evidence of this on the method which calculates the center cell coordinates, as well as the vertex projection methods.

    Other then that, I'm loving your documentation of the single worst documented part of the entire client. Good luck with this!
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    After viewing a lot of the code required to make this work, is it possible to implement smoother shadows and gradients for tiles?
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    Nice job. Hope to see this continue.
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    Quitting is the only true failure.
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    Quote Originally Posted by Supah Fly View Post
    After viewing a lot of the code required to make this work, is it possible to implement smoother shadows and gradients for tiles?
    It is, but then it looks weird unless you implement the same on models, which the RS client simply can't handle without falling to shit.
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    Quote Originally Posted by RuneBeam View Post
    It is, but then it looks weird unless you implement the same on models, which the RS client simply can't handle without falling to shit.
    jagex had a pretty good software renderer for a long time. how did they accomplish that
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    Quote Originally Posted by Supah Fly View Post
    jagex had a pretty good software renderer for a long time. how did they accomplish that
    Their software renderer takes a performance hit with things such as smooth shading. I don't know what they've done in newer revisions if anything, but smoothing the shading gradients on terrain but not models just doesn't look right.
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    Quote Originally Posted by RuneBeam View Post
    Interesting.

    One correction however...
    Your labeling of the y axis -y is correct... But Z isn't supposed to be -z, the XZ axis are flipped, and both positive. You can see evidence of this on the method which calculates the center cell coordinates, as well as the vertex projection methods.

    Other then that, I'm loving your documentation of the single worst documented part of the entire client. Good luck with this!
    Are you sure? When I have the camera angles all at 0 and move it negatively into the Z axis, it goes forward. Am I just confusing something?


    Quote Originally Posted by Supah Fly View Post
    jagex had a pretty good software renderer for a long time. how did they accomplish that

    Lookup tables for colors, fractions, vertical pixel offsets. They avoided a lot of calculations and sacrificed quality for some of them.
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    Quote Originally Posted by Dane View Post
    Are you sure? When I have the camera angles all at 0 and move it negatively into the Z axis, it goes forward. Am I just confusing something?
    If you look at the way they project the vertices themselves compared to standard methods, you'd see that their rendering is Y-Up Right-Handed (but then, Y is negated)

    At the end of the day it makes no difference, negating one axis will provide a similar effect to swapping the 2D XZ axis around, but what I found when using RS assets in another engine (a Y-Up Left-Handed) is that it works better if you actually flip them.
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    Quote Originally Posted by RuneBeam View Post
    If you look at the way they project the vertices themselves compared to standard methods, you'd see that their rendering is Y-Up Right-Handed (but then, Y is negated)

    At the end of the day it makes no difference, negating one axis will provide a similar effect to swapping the 2D XZ axis around, but what I found when using RS assets in another engine (a Y-Up Left-Handed) is that it works better if you actually flip them.
    Could you show me a snippet of what you mean by Y being negated?
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