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Re: Is This Gonna Be Possible In 3DGS [Re: Orange Brat] #34300
10/03/04 07:17
10/03/04 07:17
Joined: Jan 2002
Posts: 133
3DGP Offline
Member
3DGP  Offline
Member

Joined: Jan 2002
Posts: 133
Quote:

Well, that's the way it's been done for years. The model's shading is determined by the floor brightness. Modern games still do it, though the newer high tech engines are going more in the direction of full on dynamic light and shadow. Guess what...they all use shaders.








get a clue
openGL zero shaders
ownage

Re: Is This Gonna Be Possible In 3DGS [Re: 3DGP] #34301
10/03/04 09:33
10/03/04 09:33
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
Quote:

smooth clean model lighting by the light not by the sun




My models are highlighted by dynamic lights..not the sun, though I use it in certain dramatic lighting situations and would so no matter what engine I used. I use the floor's brightness to determine the overall ambient of the model. If it's good enough for Final Fantasy X and most every other game out there, it's good enough for me. In fact, if you are using a combination of static and dynamic lights(and not using per pixel shader lights), then it is really the only way to get satisfactory shading on anything in 3DGS.

None of this requires shaders, so I'm not really sure why you're carrying on about them. I didn't even mention shaders in regards to the subject matter. The shaders mentioned in it are in reference to next generation shadercentric engines like Unreal 3 and Doom III.

Quote:

no ugly dark black stencil point in wrong direction of the sun




I don't even know what this means. Stencils always point in the opposite direction of the sun or dynamic lights with their cast flag set. What's hilarious is that the shadow doesn't match the highlight in that picture you posted.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Is This Gonna Be Possible In 3DGS [Re: Orange Brat] #34302
10/03/04 18:48
10/03/04 18:48
Joined: Sep 2003
Posts: 407
inside to my
er_willy Offline
Senior Member
er_willy  Offline
Senior Member

Joined: Sep 2003
Posts: 407
inside to my
yes is posibol

the model is a simple 6000 polys when normal maps(a6 can handle), ths sadows is create when a statick models casting stencil buffer sadows(a6 can handle), and the level is a simple 500.000 polys when normal maps(the average grafic cards can handle this in 2006).

the only diferent is the editor

Re: Is This Gonna Be Possible In 3DGS [Re: er_willy] #34303
10/04/04 08:23
10/04/04 08:23
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Well, let's hope it will be possible soon or should i say 'one day'? Nope, I'm not that convident about A6 reaching such levels of quality, considering that A6 now has quite some problems with my very high poly models (which I only tested, and probably can't use because of the outcome of the tests ) Models between 9000 and 25.000 polys aren't possible, unless you like having a speed of 2.5 Fps ?! Oww, and of course I'm talking about having them rendered in a nice level too... So I guess the core of 3D gamestudio needs heavy improvements, and though I'm sure the conitec people work hard, they still do have a lot of catching up work to do, but DX9 shaders is a good start indeed........

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Is This Gonna Be Possible In 3DGS [Re: PHeMoX] #34304
10/04/04 19:41
10/04/04 19:41
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
what the hell is this thread about? its totally rediculous. A6 core geometry engine is the same as eveyr other engine.. you can make your models as high poly as you want.. bound only by the speed of your target system.. unreal doesnt render polygons any faster.

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