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Re: [UPDATED...ONCE AGAIN]company visual demo
[Re: aztec]
#139963
07/07/07 12:59
07/07/07 12:59
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Joined: Nov 2004
Posts: 862 Australia
DavidLancaster
User
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User
Joined: Nov 2004
Posts: 862
Australia
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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 
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Re: [UPDATED...ONCE AGAIN]company visual demo
[Re: DavidLancaster]
#139964
07/07/07 18:01
07/07/07 18:01
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Joined: Mar 2006
Posts: 2,758 Antwerp,Belgium
frazzle
Expert
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Expert
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
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@ 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.
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Re: [UPDATED...ONCE AGAIN]company visual demo
[Re: frazzle]
#139965
07/07/07 20:51
07/07/07 20:51
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Joined: Sep 2005
Posts: 508 Texas
not_me
OP
User
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OP
User
Joined: Sep 2005
Posts: 508
Texas
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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.
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Re: [UPDATED...ONCE AGAIN]company visual demo
[Re: not_me]
#139966
07/07/07 21:31
07/07/07 21:31
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Joined: Jan 2006
Posts: 968
EpsiloN
User
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User
Joined: Jan 2006
Posts: 968
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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...
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Re: [UPDATED...ONCE AGAIN]company visual demo
[Re: DavidLancaster]
#139971
07/08/07 13:55
07/08/07 13:55
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Joined: Mar 2002
Posts: 7,727
old_bill
Senior Expert
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Senior Expert
Joined: Mar 2002
Posts: 7,727
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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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