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Re: What are you working on?
[Re: ratchet]
#417444
02/12/13 19:33
02/12/13 19:33
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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what sort of shaders ? Mainly an Objectshader, Bloom, and some Vignette/Noise/etc. stuff.
what bitmaps (norm, spec) ? Currently a Diffuse texture, a Normalmap and a Detailmap is used. Later it will be possible to give specular intensity and gloss information in the normalmap, too.
How many dynamic lights ? 8, limited by DX9. With custom light management theoretically unlimited. (as much as Shader Model 3.0 supports)
fixed directionnal light ? You mean the sun? -> yes.
Does it take account of WED sun and light ? Yes, but levelblocks are not supported at the moment.
POTATO-MAN saves the day! - Random
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Re: What are you working on?
[Re: MasterQ32]
#417548
02/13/13 19:38
02/13/13 19:38
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Joined: Mar 2006
Posts: 1,993 Karlsruhe
PadMalcom
Serious User
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Serious User
Joined: Mar 2006
Posts: 1,993
Karlsruhe
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@MasterQ32: Cool, but remove the ".zip" from the project name please How does the structure of the "level1.owl" file look like? @Sivan: You seem to have found some nice ways to speed up the level rendering process (LOD, PSSM, ...). It would be great if you write a tutorial about how to design large outdoor levels properly!!! (We could ask George if he offers a "tutorial contest"!)
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Re: What are you working on?
[Re: PadMalcom]
#417553
02/13/13 20:09
02/13/13 20:09
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Joined: Nov 2007
Posts: 2,568 Germany, BW, Stuttgart
MasterQ32
Expert
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Expert
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
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I think it doesn't matter how .owl is saved I will provide export functions to different formats (Direct Lite-C Load-Script, WMB, ...) Also the zip filename is just some prototype. i need to clarify what will be an AssetContainer and a Project (Lite-C or C# Project)
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Re: What are you working on?
[Re: MasterQ32]
#417581
02/14/13 08:04
02/14/13 08:04
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
Expert
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Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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I've ever wanted to make nice documentation and tutorials for my editor and how to use some external tools with 3dgs, like L3DT, Treemagik, TreeIT, Tree[d], Milkshape, Fragmotion, and some game modding tools, but it's very time consuming as I experienced when I made the Terragen skybox tutorial, and the current documentation.
fortunately, as all the settings are in a few panels in MapBuilder, if I make some short descriptions with a couple of useful hints, you can see in realtime the performance and quality changes very soon. and playing with the assets I provide for free, also can be useful, to see how texture size and model lod poly count affects these 2 things.
do you know any nice building models with lods for free what I could include in my package? maybe I have some in my old pc, but always forget to seacrh them when I'm at home...
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Re: What are you working on?
[Re: Hummel]
#417699
02/15/13 17:59
02/15/13 17:59
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Joined: Jul 2005
Posts: 187
lostzac
Member
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Member
Joined: Jul 2005
Posts: 187
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Dynamic Aging well the start of it...The facial features morph faster then they should..... [video:youtube] http://www.youtube.com/watch?v=8Nto_1Uz8rY[/video]
John C Leutz II
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