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Re: Wasteland Scene [Re: Damocles] #90982
09/26/06 00:11
09/26/06 00:11
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Looks pretty cool, my fps level was 20 at start and 13 after a while. How did you LOD the terrain btw? Simply deform it or something?

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Re: Wasteland Scene [Re: PHeMoX] #90983
09/26/06 00:17
09/26/06 00:17
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
The terrain has no LOD, its just deformed vertex by vertex (read out of a text file)
The Grassmodels and stones have a LOD assigned.

Re: Wasteland Scene [Re: Damocles] #90984
09/26/06 09:00
09/26/06 09:00
Joined: Dec 2003
Posts: 1,220
Just down the road from Raven
BlueBeast Offline
Serious User
BlueBeast  Offline
Serious User

Joined: Dec 2003
Posts: 1,220
Just down the road from Raven
Maybe try using

fps_max = 64
fps_min = 40
time_smooth = 0.66


That would help a lot for slower framerates... just a suggestion is all...


Jason


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Re: Wasteland Scene [Re: BlueBeast] #90985
09/26/06 11:01
09/26/06 11:01
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
I will try out the time smoothing,
but it also generates some lags in the movement then....


Here a shot with a human model.



Re: Wasteland Scene [Re: Damocles] #90986
09/26/06 18:58
09/26/06 18:58
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
Sieht echt gut aus!! Aber den Skin vom Human finde ich zumatschig... Sonst ok

cYa Angel


Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Re: Wasteland Scene [Re: rvL_eXile] #90987
09/26/06 23:58
09/26/06 23:58
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline
User
DavidLancaster  Offline
User

Joined: Nov 2004
Posts: 862
Australia
I think the shadows make the screens look as cool as they do. You've done really well there. This may or may not work for you, if you get z-buffer issues with trees and have to apply a material to stop it, you may want to separate the trunk from the leaves so that the trunk isn't using the material, this way you may have more control over it's lighting and shadows. Also you can set up bone or vertex animation of the leaves and animate them in script to get them to sway in the wind.

Re: Wasteland Scene [Re: DavidLancaster] #90988
09/27/06 06:54
09/27/06 06:54
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
your character is really cool like your scene

Some light bloom could enhance your scene and bring some life to your scene.

That's too abd 3DGS don't have some optimized or trciky BLoom like BLitz3D or Ogre3D engines

Re: Wasteland Scene [Re: TheExpert] #90989
09/27/06 09:09
09/27/06 09:09
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
I need to seperate the trees anyway from its leaves anyway, to have them
cast shadow. The shadow renderers sunbeams would otherwise create strange
flat polys on the ground, as the "leaves" are on a transparent polygon.

The tested bloomshader unfortunatly smoothes out the scene too much,
so it looks too blurry.

The guy is not really finished, it was originaly designed for a top-topn perspective.
(the face texture is actually from Mel Gibson )

Re: Wasteland Scene [Re: Damocles] #90990
09/27/06 09:11
09/27/06 09:11
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
Senior Expert
FBL  Offline
Senior Expert
F

Joined: Sep 2003
Posts: 9,859
How are you going to do the shadows of the leaves?
Using a sprite?

I have the very same problem, but haven't found a good solution - other than using a blob sprite for the whole tree - yet

Re: Wasteland Scene [Re: FBL] #90991
09/27/06 09:16
09/27/06 09:16
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
This is a problem, shure.

I might just make a very simple sollution, and use a brush to paint them by hand,
if nothing else works.
The trunk is rendered correctly, And the leaves caste a much lighter shadow than the trunk.

Another thing would be to insert a dummy model onto the trunk during the shadowrendering, that
has leave-polys.

The shadow is not as hard edged as the stencil shadows, so the player will not
notice a big difference.

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