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Re: PalmBay [Re: lostclimate] #372545
06/02/11 04:42
06/02/11 04:42
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
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darkinferno  Offline
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Posts: 1,816
at my pc (duh)
- i think the fog colour is fine, its just too strong, should be more like the last pic in ratchets above post

- now that i see it, terrain shader may be fine, may be the tiling is too small though ?

- bad plant textures but i know youre no artist so cant say much

- maybe try to enable decal shadows for everythng? how does that look? hows the fps ?

- hdr tweaks

we're just trying to make it better, not saying you havent done a great job thus far

Re: PalmBay [Re: darkinferno] #372551
06/02/11 08:46
06/02/11 08:46
Joined: Nov 2008
Posts: 946
T
the_clown Offline
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Posts: 946
Indeed one of the best looking shooter projects I've seen here so far. Cool to see what can be achieved with A8 and an handful of good resources. I have no doubt the coding work matches the visuals, so I'm looking forward to AUM100 to play this.

Re: PalmBay [Re: the_clown] #372552
06/02/11 08:58
06/02/11 08:58
Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
Roel Offline
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Roel  Offline
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Posts: 379
Flevoland, 5 meters under wate...
maybe an implementation of HeelX's ssao can help the visuals even more tongue


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Re: PalmBay [Re: Roel] #372553
06/02/11 09:05
06/02/11 09:05
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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Posts: 6,904
Yeah, could work, but then he would have to use an alpha testing material on the foliage/grass, then.

Re: PalmBay [Re: HeelX] #372561
06/02/11 12:21
06/02/11 12:21
Joined: Aug 2009
Posts: 1,438
Spain
painkiller Offline OP
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Thanks for your suggests, I really appreciate them. I've been working on this for one week in my free time, but I want to achieve the best result in the time I have.

About stencil-blurred shadows, I'm using the minimum blur value, but as trees use transparency channel they can't cast a shadow, but enemies, rocks... are casting shadows. About using just decal shadows, I don't get the point why to do that?

About SSAO, I don't know if I have to do something special for transparent parts, if yes, that would be a lot of work and I don't have enough time.

After playing with HDR and Fog I achieved this result, what do you think? (right click->open in new tab to see at full size)



Last edited by painkiller; 06/02/11 12:27.

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Re: PalmBay [Re: painkiller] #372562
06/02/11 12:57
06/02/11 12:57
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline
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Dark_samurai  Offline
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Looks much better! I like it laugh

But PSSM shadows are a MUST HAVE for this scene. Please try to get them running, maybe add an option to enable/disable them for people with slow machines. But I think with PSSM shadows it will look 50% better laugh (but it's already VERY COOL!!!)


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Re: PalmBay [Re: Dark_samurai] #372566
06/02/11 13:54
06/02/11 13:54
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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Caucasus
It was already great dude, but now it's awesome!!!


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Re: PalmBay [Re: 3run] #372568
06/02/11 14:02
06/02/11 14:02
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline
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Austria
Btw. do you have shorelines for the sea?


ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)!
get free version
Re: PalmBay [Re: Dark_samurai] #372569
06/02/11 14:17
06/02/11 14:17
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
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darkinferno  Offline
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Posts: 1,816
at my pc (duh)
doubt it has shorelines, though i did see a shoreline entity in the level when i looked at it so maybe hes using that ?

i suggested decal shadows because the previous shots really needed something to break the emptiness of the scene, this newer shot wouldnt need it however

better but i think the fog start should be closer. i think we should be able to see the slight fade of fog on those distant object bt be careful with it though

i dont think theres much more you can do to have this looking better outside the use of shaders, normalmapping and shadows, for now its looks pretty good

[EDIT]

btw, changing the theme of the level to say something more gloomy, like with an overcast sky, would result in you getting away without shadows wink

Re: PalmBay [Re: darkinferno] #372570
06/02/11 14:36
06/02/11 14:36
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline
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Redeemer  Offline
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Posts: 1,660
North America
This is MUCH better, in fact it's starting to look quite good! Add some nice shadows and it will be perfect. laugh

I also suggest that you let users with weaker hardware turn down the effects with a few button presses. All the effects should default ON, though.

EDIT: These screens look nice, but I also implore you to write a good, smooth player movement script to go with it. ALL movements -- including the movements of the gun -- should be realistic, smooth, and well animated to give the best effect.

Last edited by Redeemer; 06/02/11 14:39.

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