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Re: terain shadows
[Re: lostclimate]
#93796
10/12/06 08:54
10/12/06 08:54
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Joined: Oct 2004
Posts: 1,856
TheExpert
Senior Developer
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Senior Developer
Joined: Oct 2004
Posts: 1,856
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Mike : Agree totally with you. Even better Torque also lightmaps building and others things on the terrain and terrain also influence shadows on buildings, and the lightmapping is fast as hell, it does that from ages. Even lone wolf devs achieve real good terrain editors and from ages they do that custom terrain editor texture painting the 3DGS team (one or two guys) is really too small or not fast at all (i bet  ) if they can't take account of that ! Terrain should be added from ages , before octree ,shaders and some others incoming things. Years ago shader availability have been delivered to us , it would have been better to deliver a real terrain editor in WED ! my bad talking , but when you use others 3D packages and come back to the easy cool 3DGS , somethings are really really irritating and bad 
Last edited by TheExpert; 10/12/06 09:12.
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Re: terain shadows
[Re: TheExpert]
#93797
10/12/06 16:05
10/12/06 16:05
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Joined: Aug 2002
Posts: 375 Germany
Salva
OP
Senior Member
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OP
Senior Member
Joined: Aug 2002
Posts: 375
Germany
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Hi! It is not the modelling or creating the terrain that is a problem in 3DGS, but the management of the texture, for create a terrains could be used any program from smallest up to biggest, but the more important thing is the texture and the shadows!, the texture should be seen more detailed, I don't say that I want see the ants that they walk in the grass, but to can distinguish a stone in the grass from a colored stain, or the grass self ! more detail in the textures please...  greet salva
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Re: terain shadows
[Re: lostclimate]
#93801
10/13/06 14:41
10/13/06 14:41
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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As I told: You can easily create such a shader with SMEE2. This is a fixed function shader and will even run on very old systems.
But beware: A shader with 6 textures and shadowmap uses 7 rendering passes with 6 tilable textures and several blending textures. This uses much ressources and FPS. Better you create levels for forest, winter, beach and so on.
Gamestudio is not Gamebryo (the Oblivion engine) and even in Gamebryo there is no standard terrain. The terrain system from Bethesda is hand made (I once evaluated Gamebryo).
And I think even in Oblivion a standard cell is restricted to a certain amount of textures. You will probably not find a beach texture in the ice region of the game. They simply load a new cell with new textures when you come to a new region. But they have dynamic loading and so it is no problem.
Models, Textures and Games from Dexsoft
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Re: terain shadows
[Re: Mike]
#93804
10/14/06 17:15
10/14/06 17:15
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Joined: Jun 2006
Posts: 60
Diceman
Junior Member
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Junior Member
Joined: Jun 2006
Posts: 60
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i downloaded that terrain editor but when i run it it says "MFC71.DLL was not found" and closes down. wats up w/ that?
OldSkoolHippHoppWillPrevailOnceAgain!
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