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Re: [UPDATED...ONCE AGAIN]company visual demo [Re: not_me] #139962
07/07/07 07:44
07/07/07 07:44
Joined: Apr 2005
Posts: 2,332
Germany, BaWü
aztec Offline

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aztec  Offline

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Joined: Apr 2005
Posts: 2,332
Germany, BaWü
the shots look really awesome
I like the trees and that house looks cool too


Visit:
schwenkschuster-design.de
Re: [UPDATED...ONCE AGAIN]company visual demo [Re: aztec] #139963
07/07/07 12:59
07/07/07 12:59
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline
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DavidLancaster  Offline
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Joined: Nov 2004
Posts: 862
Australia
Tried downloading about 4-5 times, it didn't work

Got some good advice for you though. Visually, lighting makes up 70% of the scene, you can have great textures and bad lighting the level looks bad. But with bad textures and good lighting the the level looks good.

At the moment, it seems you're using just the standard, add a bunch of tree and grass models to your level, use a multitexture terrain and a bump mapping shader for your models. You can get 5000% visual improvement just with the lighting. If you use a multitexture for your terrain, use one that has a shadow map component, and set it up so that the shadow map is really detailed and accurate. Then make sure your trees and vegetation all have their own lightmaps. You can use Ventilator's 2nd uv set plugin. It'd get really complex depending on the way you tacked this, especially if you want lots of trees and vegetation, set up properly it can be done AND have good performance. If your trees cast shadows on the ground, and if the leaves of the trees cast shadows on itself. And i fyou use something like Global illumination in giles, an even bigger improvement.

Here's a really simple level (ie not many objects), just ignore the zsorting issues on the tree leaves, can be fixed. That entire level is a mesh, so if you get the lightmap for 1 tree, then you can add 1 tree model in your level over and over again, don't rotate it, or set up a several lightmaps for different orientation and position to the sun. Same with vegetation, then once they have their lightmaps, set them up with LOD. The entire process is tedious and tough, but if you can achieve mesh lightmapping for your entire level, you'll get a HUGE visual improvement. All of the sundry things you added to the level, leaves and grass swaying, the light beams coming through the trees, are all very good things, they wont ever compare to getting good lighting, start from there and you will get something amazing



Re: [UPDATED...ONCE AGAIN]company visual demo [Re: DavidLancaster] #139964
07/07/07 18:01
07/07/07 18:01
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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frazzle  Offline
Expert

Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
@ David:

Nice suggestion, I hope not_me can make it look like you mention it !!
Btw, I'll try uploading the instalation file from another host, maybe that's more convieniant for you.

Edit: Here's the new link David; http://www.megaupload.com/?d=6RVTZX73
Hope you don't mind reuploading it for him not_me ^^

@ not_me

The improvements you've done are good. I've seen you've added a code to make the leaves turn which makes it look really nice. But I think you should consider making the tree out of two parts, one part consisting out of the tree- tame and the second one out of the leaves separately and add the code snippet to the leaves. I mention this because you've still attached the entire code snippet to the tree and dancing tree's don't quite macth up with the realistic view you're trying to create here The cave is still under construction so I'll first let you finish that.
Keep on updating, you're making nice progress ^^

Cheers

Frazzle

Last edited by frazzle; 07/07/07 19:57.
Re: [UPDATED...ONCE AGAIN]company visual demo [Re: frazzle] #139965
07/07/07 20:51
07/07/07 20:51
Joined: Sep 2005
Posts: 508
Texas
not_me Offline OP
User
not_me  Offline OP
User

Joined: Sep 2005
Posts: 508
Texas
i will reupload it to megauploads in a few seconds...this time ill make sure that the bird.mdl is included...
--------
EDIT: is there a way to cast a shadow from a model on a terrain???

Last edited by not_me; 07/07/07 21:01.

-Initiate Games
-Level designer

http://www.sckratchmagazine.com
Re: [UPDATED...ONCE AGAIN]company visual demo [Re: not_me] #139966
07/07/07 21:31
07/07/07 21:31
Joined: Jan 2006
Posts: 968
EpsiloN Offline
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EpsiloN  Offline
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Joined: Jan 2006
Posts: 968
not_me I'm downloading your demo right now.
And I have 2 suggestions for you first , stop creating new threads , update in one...its still the same project. And second , dunno if you already did that , but you should convert all bmp files to .tga or .pcx , big .wav to .mp3...etc. to make the demo smaller. 100MB is BIG I've had projects with more than 50 models , 5 levels + 2 or 3 terrains and it couldnt get above 60MB...
About the lighting , yes, it is possible during runtime (maby even in-game,dunno about that) but I dont know how. I've seen it in a few demos. And you mentioned that you're watching TV with your mother,about nature...thats why you're good in creating those scenes. I'm watching Andromeda , Farscape and Battlestar Galactica and I can create metal textures,SCI-FI scenes. If you wanna make good RPG's go buy D&D , Lord of the ring , Legend of Earthsea and The Beastmaster see my point ?

PS.: Everything is about the details...


Extensive Multiplayer tutorial:
http://mesetts.com/index.php?page=201
Re: [UPDATED...ONCE AGAIN]company visual demo [Re: EpsiloN] #139967
07/08/07 00:50
07/08/07 00:50
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline
User
DavidLancaster  Offline
User

Joined: Nov 2004
Posts: 862
Australia
Only way to do it, is by using trace instructions to determine if you'll draw a shadow on that pixel/vertice of the terrain, you then load the shadow map into 3DGS and write to it dynamically, really complex process though, Ventilator got something good working for it though in his real time lightmapping 3DGS editor. It's in beta at the moment I think.

Re: [UPDATED...ONCE AGAIN]company visual demo [Re: DavidLancaster] #139968
07/08/07 03:01
07/08/07 03:01
Joined: Sep 2005
Posts: 508
Texas
not_me Offline OP
User
not_me  Offline OP
User

Joined: Sep 2005
Posts: 508
Texas
thanks for the great comments... i havent uploaded it to mega uploads because i fell asleep ...slept my saturday away... but now i have to do it...


-Initiate Games
-Level designer

http://www.sckratchmagazine.com
Re: [UPDATED...ONCE AGAIN]company visual demo [Re: not_me] #139969
07/08/07 10:52
07/08/07 10:52
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
Expert
frazzle  Offline
Expert

Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
Quote:

thanks for the great comments... i havent uploaded it to mega uploads because i fell asleep ...slept my saturday away... but now i have to do it...




Look at my previous post, I already did it for you

Cheers

Frazzle


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Re: [UPDATED...ONCE AGAIN]company visual demo [Re: frazzle] #139970
07/08/07 13:40
07/08/07 13:40
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline
User
DavidLancaster  Offline
User

Joined: Nov 2004
Posts: 862
Australia
Got it downloaded, you're doing good, lots of things you can improve on that have pretty much all been mentioned before

Re: [UPDATED...ONCE AGAIN]company visual demo [Re: DavidLancaster] #139971
07/08/07 13:55
07/08/07 13:55
Joined: Mar 2002
Posts: 7,727
old_bill Offline
Senior Expert
old_bill  Offline
Senior Expert

Joined: Mar 2002
Posts: 7,727
The door in shot 4 needs a more "woodish" look, atm it looks like stones.
The same goes for the joists of the house, which could have some additional wood pattern.


Success is walking from failure to failure with no loss of enthusiasm.
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