Anyways, the laptop I'm on now actually has less Ghz compared to the old one (this laptop has around 90% of the specs of the old one, different brand, different ghz,slightly more ram available due to deleting a lot of bull**** programs I found)
Anyways, 2ghz 2 gig ram (1.4 available) compared to 1.5 ghz 2 gig ram (1.8 available) and yet it runs better on this one.
(both versions are/were different)
that says something. And both times running everything on around medium-high level which btw I love the trees and such, just now we gotta work on explosions.
The explosions look blurry and the perspective is off, its better when you use orthographic view, but still blurry.
Could we use some LUA scripting for explosions?
I want to outshine ESCALATION explosions. But maybe after a while, work needs to be done.
Thank you for ta3d, I will be tweaking my install and giving back info.
I edited the shading of trees and units in one of the frag files, the shadows are a bit more detailed, take a look.
Code: Select all
uniform sampler2DShadow shadowMap;
uniform sampler2D tex0;
varying vec4 light_coord;
varying vec3 normal;
void main()
{
float fog_coef = clamp( (gl_FogFragCoord - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0 );
float shaded = shadow2D( shadowMap, light_coord.xyz ).x;
vec2 test = abs(light_coord.xy - vec2(0.5, 0.5));
[u]if (test.x > 0.35 || test.y > 0.35)[/u]
shaded = 1.1;
float diffuse_coef = clamp( dot( normalize(normal), gl_LightSource[0].position.xyz ), 0.0, 1.0 );
vec4 light_eq = diffuse_coef * shaded + gl_LightModel.ambient;
vec4 texture_color = texture2D( tex0, gl_TexCoord[0].xy );
gl_FragColor = vec4(light_eq.rgb, 1.0) * gl_Color * texture_color;
gl_FragColor.rgb = mix( gl_FragColor.rgb, gl_Fog.color.rgb, fog_coef);
}
Anyways, I remember on TAU in a thread by Matman a while back, I was complaining about pixellated shadows.
Well I tweaked them. Enjoy.