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Re: Shadows [Re: Damocles] #90212
09/18/06 10:09
09/18/06 10:09
Joined: Jun 2005
Posts: 4,875
broozar Offline
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broozar  Offline
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the shadowmapper from AU has such a feature (works perfectly), in the wiki there's a code to save a tga file (didn't get it to work properly).

Re: Shadows [Re: broozar] #90213
09/20/06 19:25
09/20/06 19:25
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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An abandoned Trader Camp in the Wastelands:





Re: Shadows [Re: Damocles] #90214
09/20/06 19:30
09/20/06 19:30
Joined: Jun 2005
Posts: 4,875
broozar Offline
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broozar  Offline
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cool, really. it all fits very well, and the distance shot is impressive. beachy feeling *puts sunglasses up*

advice: textures need some work. you have a very rusty, dirty metal plate, and next to it a "wellblech" which seems just to have left the factory. though the barn is incredibly detailed, the camp looks a bit like made of.. blocks .

Re: Shadows [Re: broozar] #90215
09/20/06 19:33
09/20/06 19:33
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Yes, I used old wasteland textures.
The Wellblech is a bit too fresh, compared to the other textures.

I made the buildings within an hour, so its not very balanced yet.
I think about using Models as Structures, but this is a lot of work to create them right.

(the hangar in one of the earlyer posts is such a model,
that took really long...)

Re: Shadows [Re: Damocles] #90216
09/20/06 19:48
09/20/06 19:48
Joined: Jun 2003
Posts: 152
germany
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germany
Klasse Bilder!!!

das sind Sachen die wircklich motivieren weiter zu machen, das zweite und dritte gefallen mir am besten, auch sehr schöne perspektive ausgewählt

Re: Shadows [Re: innovater] #90217
09/20/06 19:59
09/20/06 19:59
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Ist auch relativ schnell mit dem ganzen Gras,
das LOD kann man je nach Rechner einstellen.

Die Landschaft ist auch eher für die First Person Sicht Gebaut,
für ein RTS müsste ich andere Grasmodelle verwenden.

Die größe der Map ist auf 10.000 x 10.000 quants festgesetzt,
genug für ein First person level.

Re: Shadows [Re: Damocles] #90218
09/20/06 20:03
09/20/06 20:03
Joined: Jun 2003
Posts: 152
germany
innovater Offline
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germany
Das wchtigste finde ich dass du das gefühl für farbe, proportionen usw. hast. Und ich bin froh dass es leute in unserem forum gibt die diese Qualität mit sich bringen und auch zeigen können.

Re: Shadows [Re: Damocles] #90219
09/20/06 20:06
09/20/06 20:06
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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I will also have a test with a night level,
Moon-light, a very nice Star heaven from Harry Potter,
Lighting of campfires on the terrain, and a slight green glowing
radioactive effect.

I use 2 fixed settings then (night, day), wich reduces development time.

Re: Shadows [Re: Damocles] #90220
09/20/06 20:12
09/20/06 20:12
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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Was mir bei Wasteland vor allem Wichtig ist, ist
diese trockene, Wüstensthmosphäre.

Licht und Schatten sind die Hauptelemente.
Texturen werden hier oft überbewertet. Denn selbst Level mit einer Grauen Textur
können großartig Aussehen, wenn das Licht korrekt gesetzt ist.
Im gegensatz dazu sehe ich sehr viele Shots, mit super Aufwendigen Texturen und Shadern,
die (wenn man die Augen zusammenkneift) wie ein bunter monotoner brei aussehen.
Es werden sehr oft korrekte Lichtkontraste vergessen.

Re: Shadows [Re: Damocles] #90221
09/20/06 20:18
09/20/06 20:18
Joined: Jun 2005
Posts: 4,875
broozar Offline
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broozar  Offline
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the bloom shader would definitely enhance the lighting simulation even more. in a desert, where the sun burns down from heaven with no mercy, it should be so bright that you almost need sunglasses B)

PS: could you net time enable AA, this "treppchen"/"pixel stairs" effect wastes something, really

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