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Re: "Gears of Torque" TGEA demo [Re: Spirit] #200733
04/05/08 12:24
04/05/08 12:24
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Joined: May 2005
Posts: 2,713
Lübeck
Wicht, are those shadows realtime or static?

Re: "Gears of Torque" TGEA demo [Re: Spirit] #200734
04/05/08 12:25
04/05/08 12:25
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
This is not true spirit, read this thread! Other users also mentioned this problem, not only me.


Models, Textures and Games from Dexsoft
Re: "Gears of Torque" TGEA demo [Re: Machinery_Frank] #200735
04/05/08 12:26
04/05/08 12:26
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
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Joined: May 2002
Posts: 7,441
urgh. i don't like this thread and regret taking part in it... probably my last post here... \:\)

the beta doesn't have a different map compiler but conitec is working on an improved version.

i wasn't able to get any usable results from the map compiler so far (when using meshes! blocks and BSP probably still work fine - i haven't tried this for over a year since i am not interested in BSP). often i get crashes or the shadows and tesselation look totally messed up. with some geometry it works better but there still always are shadow errors which make the result not really usable.

conitec knows about those problems. there have been several threads in the beta forum about this with screenshots.

spirit, your image doesn't show much. can you provide a download of the wmp file so that we can fly around? (and since you seem to have beta forum access you could look for those threads if you are interested.)

Re: "Gears of Torque" TGEA demo [Re: Machinery_Frank] #200738
04/05/08 12:30
04/05/08 12:30
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Since spirit is too lazy to read I will repeat some other users here:

at the moment the main problem of gamestudio is the map compiler. it doesn't work properly for polygon soups. (Ventilator)

like already has been mentioned, the map compiler is faulty. it doesn´t produce useable results if you would like to use meshes. (Iuselitec)

There were more like Broozar who also mentioned it and even more in other posts.

So I hope this stops now, Spirit.


Models, Textures and Games from Dexsoft
Re: "Gears of Torque" TGEA demo [Re: ventilator] #200739
04/05/08 12:33
04/05/08 12:33
Joined: Sep 2003
Posts: 929
Spirit Offline

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Spirit  Offline

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Joined: Sep 2003
Posts: 929
Ventilator, I can not provide a download because I took that huge machine from a CD ROM with 3DS MAX models and its copyrighted. But you can do that with any model, just scale it big, import in WED, and compile the map. Its really 5 minutes. The WED was from version 7.07, I didnt use the beta WED because I know the beta compiler is still unfinished. Only the shot was taken with the beta engine because I copied it in my Gamestudio folder. The map compiler was from the release.

I have never encountered any major problems with WED importing static meshes and shadow mapping. Of course I use the release version and not beta. I do not think Conitec is aware of any bugs in the release version.

Re: "Gears of Torque" TGEA demo [Re: Spirit] #200740
04/05/08 12:38
04/05/08 12:38
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
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sPlKe  Offline
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Posts: 4,206
Innsbruck, Austria
here i am, back from hiatus, im so overstressed right now.
anyway, i returned with a abtch of shots.

NOTE: those shots are ALL incomplete, and in a very very early stage of development. everything you see is pure level geometry, createin in A wich blocks, rendered in A7. they are empty, lack any detail whatsoever and have errors.

the old film shader scales wrongly and causes an error in the normalmapping.

some other things about this project: as you can see, those shots are pretty empty, with some strange texture work. but dont be mistaken, this will change. the game wont probably be done for another 1 to 2 years, so dont come with empty levels and stuff.
im posting them for something else, namely stats - and here they are:

FPS in A6 without old film shader: 22-35, depends on level and scene
FPS in A7 with old film shader: 28-42, depends on level and scene

my machine:
PC Pentium 4 with 3.5GHZ SIMULATED Dual Core, Geforce 7800GS (AGB) with 256MB ram, shader model 3.0, 1GB of RAM

Those shots were made with the A7 TRIAL Version.

Im not saying this proves anything about the good or bad stuff of A7, it just shows that there are improvements over A6, and thats all i know for now^^

here we go:

shot of an outdoor area. you can see the water shader, old film and wrong normal mapping. the screen is stretched due to a shader error. there is also a heavy particle rain, thats not visible somehow because of the wrong old film shading.
A6: ~25FPS A7: ~28FPS


Indoor Aqueduct Area. Same Shaders as above.
A6: ~32 FPS A7: ~38FPS


Another Angle from the Aqueduct. Same Stats as above


Same shot without Old Film shader. No Framerate Improvement if shader is deactivated (Maybe 1 frame)

thats it from me^^

Re: "Gears of Torque" TGEA demo [Re: Machinery_Frank] #200741
04/05/08 12:39
04/05/08 12:39
Joined: Sep 2003
Posts: 929
Spirit Offline

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Spirit  Offline

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Joined: Sep 2003
Posts: 929
 Originally Posted By: Machinery_Frank
Since spirit is too lazy to read I will repeat some other users here:

at the moment the main problem of gamestudio is the map compiler. it doesn't work properly for polygon soups. (Ventilator)

That was my original question that started all the screenshot posting: Are you indeed using WED and found a bug, or are you just repeating what other people say?

When you are a WED user yourself and found a bug then I say it the third time, report it to Conitec.

But just spreading rumors about bugs is not honest.

Re: "Gears of Torque" TGEA demo [Re: sPlKe] #200743
04/05/08 12:45
04/05/08 12:45
Joined: Sep 2005
Posts: 980
Aue, Sachsen, Germany
W
Wicht Offline OP
User
Wicht  Offline OP
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W

Joined: Sep 2005
Posts: 980
Aue, Sachsen, Germany
@slin: These are static shadows. It's senseless to use such a model (orc) with static shadows...i know this. It was only a quick render for this thread. I need less than 10 sec. to calculate these shadows.

I dont need 5 minutes like Spirit.

Re: "Gears of Torque" TGEA demo [Re: Spirit] #200744
04/05/08 12:46
04/05/08 12:46
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Spirit: again, read the posts! We talked very detailed about Dexsoft, the game Dexon Knight (made in A7) and Ventilator wrote a few posts above:
"Conitec knows about those problems. there have been several threads in the beta forum about this with screenshots."

So what will be honest if I repeat to show Conitec the bugs again and again they already know of?

Read and reply after reading please!


Models, Textures and Games from Dexsoft
Re: "Gears of Torque" TGEA demo [Re: Machinery_Frank] #200747
04/05/08 12:53
04/05/08 12:53
Joined: Sep 2003
Posts: 929
Spirit Offline

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Spirit  Offline

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Joined: Sep 2003
Posts: 929
 Originally Posted By: Machinery_Frank
Ventilator wrote a few posts above:
"Conitec knows about those problems. there have been several threads in the beta forum about this with screenshots."

So what will be honest if I repeat to show Conitec the bugs they already know of?

Read and reply after this please!

Frank, if I understand this right, your were talking not about bugs in the release, but in the beta version? And you have not encountered bugs yourself, you're only talking about bugs other people talked about?

Now I'm confused. You have always made here the impression that you are a power user of Gamestudio and are yourself knowing of "bugs" in the release version.

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