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Re: Shadows [Re: Damocles] #90202
09/16/06 17:39
09/16/06 17:39
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
with grass





Re: Shadows [Re: Damocles] #90203
09/16/06 18:50
09/16/06 18:50
Joined: Jun 2006
Posts: 96
Straight_Heart Offline
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Straight_Heart  Offline
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Joined: Jun 2006
Posts: 96
this looks fantastic.

Is there a way you can make it so that any grass sprite thats inside a shadow be alot darker than the ones in the light? This would look amazing and add alot of depth to the space, especially for an RTS from a top down view.


You're not as unique as you think you are, try again.
Re: Shadows [Re: Straight_Heart] #90204
09/16/06 18:56
09/16/06 18:56
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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Joined: Jan 2003
Posts: 4,305
Yes I will do that next,
it easy to do: just read out the shadowtexture and adapt the grassmodels
brightness.

Re: Shadows [Re: Damocles] #90205
09/16/06 19:19
09/16/06 19:19
Joined: Oct 2003
Posts: 2,628
IL,US
FeiHongJr Offline
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FeiHongJr  Offline
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Joined: Oct 2003
Posts: 2,628
IL,US
Thats a very nice test scenes.... better then anything "serious" Ive started thats for sure. Glad to see the floating tower isnt floating anymore or maybe it is but I just cant see it from this view

I cant wait to see what you come up with once your finished. This is really excellent work here. Maybe once your finished with your editor conitec will by it from you so the rest of us can create nice shadows on our terrains as well.

I know you said it works with models as well... Did you mean that models will cast shadows on the terrain or that you can use a mdl terrain instead of an hmp? Or will both work?


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] #90206
09/16/06 19:53
09/16/06 19:53
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Very cool! Off course you know it already, but on the second screenshot, the sand texture is kinda not so good looking. That's the only critic I could think off, it's looking really good, the grass added really adds to the atmosphere!

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Shadows [Re: PHeMoX] #90207
09/17/06 00:24
09/17/06 00:24
Joined: Apr 2004
Posts: 516
USA
Trooper119 Offline
User
Trooper119  Offline
User

Joined: Apr 2004
Posts: 516
USA
Who cares about the stupid sand? The shadows look SWEET!!!!


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

Currently Codeing: Free Lite-C
Re: Shadows [Re: Trooper119] #90208
09/17/06 14:21
09/17/06 14:21
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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Joined: Jan 2003
Posts: 4,305
Here I adapt the brightness of the grassmodels according to
the terrainshadow:





Next I need to make a better Grass placer function (more concentrated grass fields),
and replace the test textures and models with some nicer onces.

Re: Shadows [Re: Damocles] #90209
09/17/06 14:32
09/17/06 14:32
Joined: Jun 2003
Posts: 1,017
Germany
T
Thomas_Nitschke Offline
Senior Developer
Thomas_Nitschke  Offline
Senior Developer
T

Joined: Jun 2003
Posts: 1,017
Germany
Looks damn good, indeed. Now what about a shadow-mapper for models?


Formerly known as The Matrix - ICQ 170408644 I've been here for much longer than most people think. So where's my "Expert" status?
Re: Shadows [Re: Thomas_Nitschke] #90210
09/17/06 15:05
09/17/06 15:05
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
Yea, thats the wasteland



Using a skycube:




Models can be scanned by the shadowbaker too,
but it afects only the terrain! not the modeltexture.
There are other ways to bake a shadow onto the model itself.


Re: Shadows [Re: Damocles] #90211
09/18/06 10:00
09/18/06 10:00
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
Would be cool, if anyone knows how to
create and save a bitmap in 3SDG.

Probably with a plugin.

Such that i can save the top texture of the terrain, and then add it
in MED.
Currently I have it store in a textfile, and it needs to be painted
onto the terrain in the beginning of the game.

BTW, I use the default Multitexturing Terrain Shader from the templates.
It works good, and fast enough.

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