Hey
![](/ubbthreads/images/graemlins/tongue.gif)
I decided to rebuild a very old level of mine for the conitec winter contest.
I am working on it for about one week now. The only thing left are some more models and a way to have the textures on the terrain less streched on mountains.
After some time I know decided just to take the basis of the original level.
This is what it looked like 2 years ago:
![](http://img214.imageshack.us/img214/3420/a6levelvonobenad4.jpg)
And here are screens from the remake:
This is a very early screenshot of my watershader:
![](http://img514.imageshack.us/img514/8839/shot0gn8.jpg)
I played around with depth of field with a dynamic focus, but commented it out now because of a not that great feeling when playing with it (I now understand why its usually only used for cutscenes
![](/ubbthreads/images/graemlins/tongue.gif)
):
![](http://img177.imageshack.us/img177/377/shot0ha7.jpg)
![](http://img142.imageshack.us/img142/286/doffd6.jpg)
And I just had to add shadowmapping
![](/ubbthreads/images/graemlins/tongue.gif)
:
![](http://img222.imageshack.us/img222/5551/shadowshotsv1tn8.jpg)
I now added a waterfall to it and did some other small things:
![](http://img201.imageshack.us/img201/6048/wasserfallsmallhk1.jpg)
![](http://img135.imageshack.us/img135/7144/shot0vk5.jpg)
On the last screenshots you can see the watershader with reflection and refraction, the waterfall ffp-effect (just some UV-shifting), bloom, vertexshaderanimated grass, normalmapping, multitexture terrainshader with per pixellightening and variance shadowmapping.
The trees and bushes as well as the waterfallmodel and the terrain textures are from loopix and the "ruin" is a freebe from dexsoft.
I am quite happy with the results
![](/ubbthreads/images/graemlins/wink.gif)
C&C wanted and thanks for reading this post (watching the screenshots)
![](/ubbthreads/images/graemlins/tongue.gif)
Slin