1 registered members (TipmyPip),
18,619
guests, and 5
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
Re: Medieval Town with Procedurally Generated Forest
[Re: Slin]
#210439
06/10/08 16:07
06/10/08 16:07
|
Joined: Dec 2003
Posts: 1,220 Just down the road from Raven
BlueBeast
Serious User
|
Serious User
Joined: Dec 2003
Posts: 1,220
Just down the road from Raven
|
I really like that sort of mideval setting and it looks great  But hey, could you edit you post and hit the spacebar after each picture? I felt like i was playing a side scroller trying to view the pictures 
Gamestudio Pro 6.4 Pentium 4 3.0 GHz 800MHz BUS AtiRadeon 9800 pro 256Mb 21" Monitor 1 Gig DDR RAM 36 Gig RAPTOR SATA+ 120 Gig SATA SB Audigy 2 w/ 450 watt Logitech Z680 5.1 www.nordicepitaph.com
|
|
|
Re: Medieval Town with Procedurally Generated Forest
[Re: Static707]
#211187
06/15/08 13:45
06/15/08 13:45
|
Joined: Jul 2005
Posts: 1,930 Austria
Dark_samurai
Serious User
|
Serious User
Joined: Jul 2005
Posts: 1,930
Austria
|
As this is the case, I really can’t use stencil shadows due to the issue they cause when the camera moves into them. I think that this problem is solved since 6.50 where conitec changed the algorithm of the stencil shadows. But stencil shadows are to slow for things like this, maybe you should look into the upcoming plugin from Chris3D (look into forum "third party tools"). It looks like a good start, but you should really overwork some things. You could use baked shadows for the fixed environment (like the houses) and normalmapping shaders for the walls of the buildings. Dark_Samurai
ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)! get free version
|
|
|
|