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Re: Grow Simulation Prototype [Re: fogman] #272974
06/20/09 19:47
06/20/09 19:47
Joined: Apr 2005
Posts: 4,506
Germany
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fogman Offline OP
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fogman  Offline OP
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Joined: Apr 2005
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Germany
My dream comes true. smile







I´ll have to fiddle around with some parameters to get a better look.

Brought to you by the allmighty brain behind Shade-C : BoH_Havoc!
He will introduce his shadowmapping technique in the next days. cool
It´ll be included in Shade-C. As you can see, it works perfectly together with all the other shaders.
No plugins, only Lite-C. Watch out!

I got some adapted fx-files from him which will give a better look
and better performance. I´ll post new screens when they are implemented.


no science involved
Re: Grow Simulation Prototype [Re: fogman] #272989
06/20/09 21:32
06/20/09 21:32
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
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ello  Offline
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Joined: Oct 2002
Posts: 8,939
planet.earth
nice! sky is much better now. but i'd change the fence to the color you have on the wood in the foreground on the third shot

Last edited by ello; 06/20/09 21:33. Reason: not the second but the third shot
Re: Grow Simulation Prototype [Re: fogman] #273019
06/20/09 23:31
06/20/09 23:31
Joined: Jul 2004
Posts: 1,710
MMike Offline
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MMike  Offline
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Joined: Jul 2004
Posts: 1,710
the boom is not a good idea, at least not so contrasted.. but little bit of hdr bloom would fit nc«ice.

Re: Grow Simulation Prototype [Re: MMike] #273105
06/21/09 13:15
06/21/09 13:15
Joined: Apr 2005
Posts: 4,506
Germany
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fogman Offline OP
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fogman  Offline OP
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Joined: Apr 2005
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Germany
I´ll change the color of the fence, it´s already on my list.
Yeah, and the bloom is too heavy, I know. smile
My plan is to insert a control panel for the shader parameters.
Than I can fiddle around with them at runtime.


no science involved
Re: Grow Simulation Prototype [Re: fogman] #273122
06/21/09 14:02
06/21/09 14:02
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
I would love to see this in action it looks really cool.
Does it still have the same gameplay as in the first video or has it changed?

regards

Aztec


Visit:
schwenkschuster-design.de
Re: Grow Simulation Prototype [Re: aztec] #273125
06/21/09 14:45
06/21/09 14:45
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Posts: 4,771
Bay City, MI
whats your framerate like, seems like dynamic shadowmapping and bloom will require a better pc than the target audience for this game would have.

Re: Grow Simulation Prototype [Re: lostclimate] #273130
06/21/09 15:13
06/21/09 15:13
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
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darkinferno  Offline
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Joined: May 2009
Posts: 1,816
at my pc (duh)
Originally Posted By: lostclimate
whats your framerate like, seems like dynamic shadowmapping and bloom will require a better pc than the target audience for this game would have.

i have to agree with this, you should know the audience youre aiming at, not jus make a great looking game.. i mean, most hardcore gamers wont be playing this type of game and you know that.. and most casual gamers dont have gaming pc's... so with all these shaders... who's your target?

Re: Grow Simulation Prototype [Re: fogman] #273133
06/21/09 15:32
06/21/09 15:32
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Release!! Finally! Now the color fit way way better with that what the viewer expects!!!
Great job! A Hurray to BoH_Havoc!!!

Re: Grow Simulation Prototype [Re: darkinferno] #273142
06/21/09 16:49
06/21/09 16:49
Joined: Apr 2005
Posts: 4,506
Germany
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fogman Offline OP
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Germany
Have you played the "Landwirtschafts simulator 2009"?
You would be surprised how much shaders are used.

Of course you´ll be able to tweak the options in the final game.

At this moment, it represents the highest settings, which
is a requirement for a good presentation.
At the beginning there was a plan to create a static mockup.
It turned out to be interactive.
I´ll add a sun and lensflares as well.

Atm we are exhamining the possibilities to do the whole game in a 1st person perspective.
Most likely we´ll change this to 3rd person later in production.
The gameplay will move into a more intuitive direction with less panels and more missions.

Play "Landwirtschaftssimulator 2009" and you´ll know the basic requirements.
And because release would be 2010, we have to deliver a tiny weeny bit "more" in nearly every direction.

Pappenheimer, your multiple exclamation marks are describing my feelings perfectly. grin


no science involved
Re: Grow Simulation Prototype [Re: fogman] #273235
06/22/09 06:47
06/22/09 06:47
Joined: Apr 2005
Posts: 4,506
Germany
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fogman Offline OP
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fogman  Offline OP
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Joined: Apr 2005
Posts: 4,506
Germany
Here you can see a video of the shaders in action.
It shows the interactive Shade-C control panel.
Every setting can be saved and loaded via file dialog.
I´ve overdosed the settings in this video to show the effect more clearly.

http://www.youtube.com/watch?v=FvOV2GFFE14

As you can see, it runs smooth on my Athlon64/3200+ with a Geforce8600 - and there´s absolutely nothing optimized so far. smile


no science involved
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