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Re: Test Level Shaders [Re: demiGod] #136943
06/18/07 16:05
06/18/07 16:05
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
Netherlands
Makes sure the tiles are tiling right, it really needs a seamless texture that tiles better than this one. It doesn't have to tile perfectly straight, but this looks a bit funny now.

Also, while I generally like the effect of wet tiles like this, it's shininess looks odd because the white is too sharp, it should somehow be a little bit softer.

Finally one question, did you apply this to a model or to a block surface?

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Test Level Shaders [Re: demiGod] #136944
06/19/07 02:36
06/19/07 02:36
Joined: Jun 2003
Posts: 51
Ohio
Mantis1967 Offline OP
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Mantis1967  Offline OP
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Joined: Jun 2003
Posts: 51
Ohio
Look, someone mopped the floor. lol
Thank you for your input.
Let me know if you think this is better.




Imagination is more important than knowledge...
Re: Test Level Shaders [Re: Mantis1967] #136945
06/19/07 02:41
06/19/07 02:41
Joined: Jun 2003
Posts: 51
Ohio
Mantis1967 Offline OP
Junior Member
Mantis1967  Offline OP
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Joined: Jun 2003
Posts: 51
Ohio
@PHeMoX Thanks for the advice.
This was added to brushes, no models in the room yet.
And just so everyone knows, the texture is seamless; the grout lines are just not aligned. I’m not going to be able to straighten those out! lol

Last edited by Mantis1967; 06/19/07 02:46.

Imagination is more important than knowledge...
Re: Test Level Shaders [Re: Mantis1967] #136946
06/19/07 03:42
06/19/07 03:42
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
Netherlands
You could send me the texture and it's normal map if you like and then I'd take a look at it, perhaps I can help you out there.

Okey, so you're using this on blocks?

Well I must say the shininess looks a thousand times better now, I'd definitely keep it this way as far as the shader goes, looking good!

Btw. isn't it running slow since you're using this on blocks (we tend to call brushes blocks, so .. ), shaders on models are remarkably faster,

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Test Level Shaders [Re: PHeMoX] #136947
06/19/07 04:26
06/19/07 04:26
Joined: Jun 2003
Posts: 51
Ohio
Mantis1967 Offline OP
Junior Member
Mantis1967  Offline OP
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Joined: Jun 2003
Posts: 51
Ohio
I don't see the fps slowing allot. I'm getting about 55 - 65 fps
Remember, I've been working on a Relief, Parallax, Normal-mapping pipeline. I want to be ready for the Nextgen stuff.
And I'm not using Sphere...


Imagination is more important than knowledge...
Re: Test Level Shaders [Re: Mantis1967] #136948
06/19/07 05:55
06/19/07 05:55
Joined: Jul 2002
Posts: 5,181
Austria
Blattsalat Offline
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Blattsalat  Offline
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Posts: 5,181
Austria
looks alittle bit like plastic or latex now.
i think water should spread out in circular shapes on the floor. it will have a more organic and soft flow.

in general i would turn down all effects by at least 50%. i think its too much of everything.

but images like these show how important good shaders can be for games.

keep it up
cheers


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Re: Test Level Shaders [Re: Blattsalat] #136949
06/22/07 13:03
06/22/07 13:03
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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frazzle  Offline
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Posts: 2,758
Antwerp,Belgium
As the title mentions: "test" is means it's a WIP so I guess we can expect some nice shader effects in the
near future
I hope you succeed in this test to get the best quality and performance out of it

Cheers

Frazzle


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