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Re: terain shadows [Re: Mike] #93795
10/12/06 04:11
10/12/06 04:11
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
well as far as multitexturing goes, i dont have a problem using a shader, but what they really need to do is get that convex lightmapping support done so that the shadows will look a lot better.

Re: terain shadows [Re: lostclimate] #93796
10/12/06 08:54
10/12/06 08:54
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
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.
Re: terain shadows [Re: TheExpert] #93797
10/12/06 16:05
10/12/06 16:05
Joined: Aug 2002
Posts: 375
Germany
Salva Offline OP
Senior Member
Salva  Offline OP
Senior Member

Joined: Aug 2002
Posts: 375
Germany
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

Re: terain shadows [Re: Salva] #93798
10/12/06 20:18
10/12/06 20:18
Joined: Feb 2006
Posts: 616
Netherlands
cartoon_baboon Offline
User
cartoon_baboon  Offline
User

Joined: Feb 2006
Posts: 616
Netherlands
I have recently started using the standard mulittexturing material for terrains and I have to say you CAN see way more detail than you seem to claim Salva:



One thing I do wonder is how I can actually have three different textures (example: road, grass, rock) using the rgb system. Should I just sacrifice the blue shadowlayer for another texturelayer seeing as I anyway can't get that shadowlayer to work?

Re: terain shadows [Re: cartoon_baboon] #93799
10/12/06 21:42
10/12/06 21:42
Joined: Aug 2002
Posts: 375
Germany
Salva Offline OP
Senior Member
Salva  Offline OP
Senior Member

Joined: Aug 2002
Posts: 375
Germany
Hi!
I know this shader, it is exactly that what I have told before, three texture is too few! could you use one for the grass, one for the roads, one for the stones ok, and if you want also marshy zones and a wood with dries leaves on the terrain, or near to a river stones with sand, or rocky zones, or the ground of a small country, with sandstreets and stones together what do you do?



salva

Re: terain shadows [Re: Salva] #93800
10/13/06 14:29
10/13/06 14:29
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
you make your own shader

Re: terain shadows [Re: lostclimate] #93801
10/13/06 14:41
10/13/06 14:41
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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
Re: terain shadows [Re: Machinery_Frank] #93802
10/13/06 15:25
10/13/06 15:25
Joined: Aug 2002
Posts: 375
Germany
Salva Offline OP
Senior Member
Salva  Offline OP
Senior Member

Joined: Aug 2002
Posts: 375
Germany
Hi!

Here what I mean..






salva

Re: terain shadows [Re: Salva] #93803
10/13/06 15:47
10/13/06 15:47
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Maybe you don't listen.

Use a shader or a detail texture. Do it or leave it.


Models, Textures and Games from Dexsoft
Re: terain shadows [Re: Mike] #93804
10/14/06 17:15
10/14/06 17:15
Joined: Jun 2006
Posts: 60
Diceman Offline
Junior Member
Diceman  Offline
Junior Member

Joined: Jun 2006
Posts: 60
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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