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Re: PalmBay
[Re: darkinferno]
#372507
06/01/11 20:36
06/01/11 20:36
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Joined: Apr 2007
Posts: 3,751 Canada
WretchedSid
Expert
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Expert
Joined: Apr 2007
Posts: 3,751
Canada
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Too much bloom! Way too much bloom. In real life you would want to rip your eyes out with so much intense white light everywhere.
Shitlord by trade and passion. Graphics programmer at Laminar Research. I write blog posts at feresignum.com
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Re: PalmBay
[Re: WretchedSid]
#372509
06/01/11 20:46
06/01/11 20:46
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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Have you tried GS's PSSM shadows? I don't know how good they are, but it could add a lot to the scene, and then the bloom would make more sense (although it'd still be a bit much).
Jibb
Formerly known as JulzMighty. I made KarBOOM!
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Re: PalmBay
[Re: JibbSmart]
#372510
06/01/11 21:09
06/01/11 21:09
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Joined: Feb 2010
Posts: 886
Random
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User
Joined: Feb 2010
Posts: 886
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You can use that over bloom, for the half dead player. I meen with that, as more you get damaged, as more you see bloom ![grin grin](/ubb7/images/graemlins/default_dark/grin.gif)
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Re: PalmBay
[Re: Slin]
#372519
06/01/11 22:23
06/01/11 22:23
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
OP
Serious User
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OP
Serious User
Joined: Aug 2009
Posts: 1,438
Spain
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Thanks for your suggests. I will try to play more with HDR values. About using PSSM: I tried it but the frame-rate was horrible, so I decided just to use poison-blurred stencil shadows.
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: PalmBay
[Re: Slin]
#372522
06/01/11 22:31
06/01/11 22:31
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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Considering the short timeframe that you had to make it, it is a great contribution - provided the code works smooth - what I supppose! I guess you know all the details that could have been polished, anyway. Maybe, its a good base for polishing it up to a level close to Süpercan. Maybe, some of the community like to improve something in one way or another when its out... ![laugh laugh](/ubb7/images/graemlins/default_dark/laugh.gif)
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Re: PalmBay
[Re: Pappenheimer]
#372525
06/01/11 22:35
06/01/11 22:35
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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I think you should reduce the blur of the stencil shadows, then. It's hard to tell from the screenshots that there are even shadows at all.
IMO there should only be a little blur, if you really want some.
Jibb
Formerly known as JulzMighty. I made KarBOOM!
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Re: PalmBay
[Re: Pappenheimer]
#372526
06/01/11 22:37
06/01/11 22:37
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Joined: Apr 2008
Posts: 2,488
ratchet
Expert
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Expert
Joined: Apr 2008
Posts: 2,488
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bad terrain shader honestlyI think it uses simple multi texture shader, so the look of terrain is not the fault of the shader ![laugh laugh](/ubb7/images/graemlins/default_dark/laugh.gif) Perhaps the sand is too simple and the beach neeeds lot of little stones here and here, perhaps use a more detailled and varied sand texture ? My taste only : the plants near the beach would need some shadows or simple grass texture under them, they seem a little out of place ! The game looks a lot like this old one , good ! Well use sand texture with noise on it ?
Last edited by ratchet; 06/01/11 22:40.
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Re: PalmBay
[Re: ratchet]
#372542
06/02/11 02:44
06/02/11 02:44
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
Expert
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Expert
Joined: Oct 2005
Posts: 4,771
Bay City, MI
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it looks like what it is.. and what it was intended to be. Its a 5 year old level with new textures and an updated rendering engine. its the same as those quake mods you see with updated rendering techniques. maybe not beautiful, but kinda cool to see. and as mentioned it is a study in the difference and the longevity in a well made project. some people are still impressed with it 5 years later.
EDIT: although in all fairness, crysis came out in 2007 only one year later... and uh....wellllll:/
Last edited by lostclimate; 06/02/11 02:53.
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