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Re: What are you working on?
[Re: painkiller]
#389781
12/18/11 16:19
12/18/11 16:19
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Joined: Aug 2002
Posts: 2,183 Germany, BaW�
Rondidon
Expert
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Expert
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
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nice!, what parameters did you use? I never could get PSSM shadows look that good Setting up great PSSM shadows isn`t that hard from my experience. You have to make sure that the scale of the level is right and the "camera.clip_far" variable is as small as possible. Scaling your level too large or too small is both bad for the performance and the result. And there might be problems when it comes to astronomical scalings like 1cm = 1 quant in huge levels. (Referring to Slin who experienced that in "Project ship"). Finding the right parameters is important. For my level it is:
camera.clip_far = 15000;
var pssm_res = 2048; // shadow map resolution
var pssm_numsplits = 3; // number of splits: 3 for small, 4 for large levels
var pssm_splitweight = 0.9; // logarithmic / uniform ratio
var pssm_splitdist[5]; // split distances
var pssm_transparency = 0.4; // shadow transparency
float pssm_fbias = 0.00030; // shadow depth bias -> must be adjusted
pssm_run(3); //Compromise between quality and speed
//OR
pssm_run(4); //Quality
It still can be improved by setting pssm_res to 4096, but 2048 works good for me. Especially pssm_fbias and splitweight are important for good looking results.
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Re: What are you working on?
[Re: Rondidon]
#389787
12/18/11 16:52
12/18/11 16:52
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Joined: May 2006
Posts: 148 Latvia
MTD
Member
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Member
Joined: May 2006
Posts: 148
Latvia
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I think i will need some shadows some day - This can come handy. Got some free time and made a public version. Maybe somebody can give me a hint how to make tire skid marks Right now drawing pixels in bitmap - but this looks a bit wrong First Alpha 0.001 version available to download: http://www.matudagames.com/CrashHour/!! Download location includes Game & Visual C++ runtime (if You get error of missing dll) !!!
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Re: What are you working on?
[Re: Shadow969]
#389881
12/19/11 12:57
12/19/11 12:57
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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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whoa, now it's beginning to have an atomosphere! nice work btw some height variation is essential for the treeline Agreed. The background also looks a bit empty, but I guess thats subject to change?
Shitlord by trade and passion. Graphics programmer at Laminar Research. I write blog posts at feresignum.com
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Re: What are you working on?
[Re: WretchedSid]
#389932
12/19/11 21:59
12/19/11 21:59
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Joined: Apr 2008
Posts: 2,488
ratchet
OP
Expert
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OP
Expert
Joined: Apr 2008
Posts: 2,488
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@Rondidon : Now it looks like a real village part. For water youy should add some fresnel movement ? world reflection is not necessary ,even the shade can make it look great already : @Esper: For the wheel, it looks very granny in the texture, like too much noise ? And there are too much baked shadows radially, instead it should be a shadow along the circle path of the Wheel perhaps ?  Perhéaps it's not baked shadow but texture variation, you should change it cau it makes loosing the circle aspect and lighetning of the wheell
Last edited by ratchet; 12/19/11 22:08.
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Re: What are you working on?
[Re: ratchet]
#390125
12/22/11 22:46
12/22/11 22:46
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Joined: Feb 2010
Posts: 483 in deinem Kopf
Otter
Senior Member
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Senior Member
Joined: Feb 2010
Posts: 483
in deinem Kopf
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@Rondi :3 Wow, This village is just beautiful! But I don't like this water- and sky shader. The sky is on the horizon to bright and the water looks like a blurry mirror. By the way: the grass is realy wunderschön! @Espér:Bring all faces in the same direction and it looks better. a bit ....   The next enemy in the game, a dino-bird-thing!  This is the first try.  Und für alle die glauben das ich dem Gamestudio forum verloren gegangen bin: Nö, bin ich nicht! Sonst hät' ich mir die post hier gespart ... ô.ò logisch ne?Ich hab nur viel um die ohren und will nicht frühzeitig das projekt enthüllen. mfgOTTER
Last edited by Otter; 12/22/11 22:47.
Be my UBB-Buddy, without any reason!
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