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The models use Albedo (no alpha), Metallic+Smoothness, Occlusion, Emission and Normal. I do have Height, but have decided not to use Height at the moment.
So except for the Emission, I have what I need for the models.
HOWEVER - I do have a couple of other use-cases as well:
1) PLANET-VIEW
The game is basically played in this view. All the strategic decision and the construction is done in PLANET-VIEW. You have an entire Earth that you can spin around and zoom from space to something that resembles the graphics in the latest Civilization games. The entire earth is mapped in there and basically all the large-scale features are present. The earth-texture is basically 32000 x 16000 pixels, and it use basic Albedo + Metallic+Smoothness + Normal + Height + SDF (one channel). The SDF define a super-smooth shoreline (the water is rendered using separate external textures, but the land is rendered using the 32000 x 16000 pixel textures. The earth globe is rendered using the a 20000+ triangle sphere mesh with shader based tessellation. The tessellation level is adjusted to match the zoom level, so up close ("Civilisation view") there is a lot of tessellation.
This is all being replaced by AT2 - since it simplifies the rendering code and management loading/unloading earth tiles. My plan is to pack the SDF into the Albedo alhpa channel - so no changes are necessary on your part.
2) SPECTATOR-VIEW
It is possible to zoom in and follow the trains around the globe. For this I dynamically build standard Unity terrain tiles using MapMagic on the Asset Store. The earth has 1200 x 600 Unity terrain tiles. Using AT2, the plan is to have MapMagic generate all these tiles and save the bitmaps, and the AT2 load them during runtime.
There is no gameplay in the SPECTATOR-VIEW - but a lot of people love to watch trains running along the landscape, so this is just a very cinematic and zen-like experience.
If this works well, I plan on change the 32000 x 16000 PLANET-VIEW textures to use exact scaled down versions of the actual terrain tiles. All this is possible thanks to AT2, and I really hope this will increase the graphics quality by quite a few steps. Having a PLANET-SIZE exact zoomed down replica of the actual game world would be so amazing!!!!
So, to get this going, I guess I would need AT2 to save/load all the terrain maps (I assume the "right" way to do it, is to render 4096x4096 albedo, normal, height maps. In addition I would need to save/load maps that define grass and trees. I hope this is all possible using AT2... ?