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Shadows #90192
09/16/06 01:29
09/16/06 01:29
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
Here is another shadowbakertest,
using a multitexturing terrain.
The resolution of the shadowmap is limited to 512x512
for speed reasons. It can be increased of course.

I have used some old wasteland artwork.
There are a course details like grass, rocks and garbage missing, it
is just a simple testcollection.
I have to look for better terraintextures too.

The shadowbaker can also recognize models, but I somehow like
the blocks more, as they also throw a shadow on themselves





Re: Shadows [Re: Damocles] #90193
09/16/06 06:50
09/16/06 06:50
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline
User
DavidLancaster  Offline
User

Joined: Nov 2004
Posts: 862
Australia
Dude this is amazing! How did you do it? Did you make the shadow baking tool yourself? Will it be released to the community?

Re: Shadows [Re: DavidLancaster] #90194
09/16/06 08:17
09/16/06 08:17
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
The shadow baking rouine ist just a part of my editor.
I made it myself. It is not too complicated, the main work is to
tune that it looks good.

Other parts of the editor are texture painting and hightmanipulation,
load/save and later placing models (like grass) directly into
the level-file.

Re: Shadows [Re: Damocles] #90195
09/16/06 08:27
09/16/06 08:27
Joined: Jul 2006
Posts: 783
London, UK
sheefo Offline
User
sheefo  Offline
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Joined: Jul 2006
Posts: 783
London, UK
Does your editor save it to a *.wmb file? Or fo you make your own file and loop through it reading variables and strings?

BTW, that shadows look amazing. Is it all dynamic or static?

Re: Shadows [Re: sheefo] #90196
09/16/06 09:18
09/16/06 09:18
Joined: Oct 2003
Posts: 2,628
IL,US
FeiHongJr Offline
Expert
FeiHongJr  Offline
Expert

Joined: Oct 2003
Posts: 2,628
IL,US
That does look excellent. Just curious why that towere seems to be floating in mid air Other then that great work. really hope gamestudio gets something like soon.


http://www.freewebs.com/otama_syndicate/index.htm - Each master to his own technique.

- Not me said the bee, Nor I said the fly.
Re: Shadows [Re: FeiHongJr] #90197
09/16/06 12:21
09/16/06 12:21
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
I save everything to a textfile, and
a routine builds the terrain and places the Objects.

It can be mixed with a standard wmb level.
Saving the object to wmb would be possible (manipulating the wmb file directly), but there is no real need for
it.


The poles fload n the air, as They are attached to the top
of the building , no: since I cut off most of the strucure from the original building, there
is a little gap.
its just for a little test.

The shadows are static.
No chance to make them move with the sun.
Shaders can create dynamic shadows, but I need a high speed solution.
And in reality shadows move too slow to notice anyway.

I could actually make dynamic shadows for characters, by manipulating the
terraintexture. This should work for small objects.

Re: Shadows [Re: Damocles] #90198
09/16/06 13:36
09/16/06 13:36
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
Expert
frazzle  Offline
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Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
What else to say ??
I think everything has being said already Damocles
Oke, one more time: AMAZING SHADOWS

Cheers

Frazzle


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Re: Shadows [Re: frazzle] #90199
09/16/06 15:09
09/16/06 15:09
Joined: Apr 2004
Posts: 516
USA
Trooper119 Offline
User
Trooper119  Offline
User

Joined: Apr 2004
Posts: 516
USA
Looks assome dude, I can't believe all these different people are coming up with all these cool shadow effects themselves, is there a tutorial somewhere on how to make your own, or at least give you a jump start, because it would be assome if I could design my own, but I have no idea on where to start course it doesn't have to be a tutorial, if someone could give me a blurb on the concept behind it, and what tool/code they used.


A clever person solves a problem.
A wise person avoids it.
--Einstein

Currently Codeing: Free Lite-C
Re: Shadows [Re: Damocles] #90200
09/16/06 16:18
09/16/06 16:18
Joined: Jan 2005
Posts: 567
Sweden
Gafgar Offline
Developer
Gafgar  Offline
Developer

Joined: Jan 2005
Posts: 567
Sweden
hmh.. I have earlier seen easy ways to do things similar to this... but I am really surprised that you managed to get the shadows on to models! (Green markings)
And I see a little bug. The shadow is drawn on terrain even if the block is beneath the surface... (Read markings)
But it looks really good ^^!




__________________________________________________ / Gafgar The Goblin... http://www.Goblinsoftware.tk/
Re: Shadows [Re: Gafgar] #90201
09/16/06 17:14
09/16/06 17:14
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
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Joined: Jan 2003
Posts: 4,305
True thats a bug, with the stone back there, somehow
the terrain does not get put into the you pointer in these places.
I have to check what is causing this.
But I will also implement a little brush to edit some minor shadow errors.

These are wed-blocks, I did not render the shadow onto them
This is just the normal shadowing on blocks.
Only the terrain gets a shadow additionally.

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