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Re: soft shadows?
[Re: jcl]
#94935
10/23/06 20:56
10/23/06 20:56
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Joined: Sep 2003
Posts: 1,037 Budapest, Hungary
DEX
Serious User
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Serious User
Joined: Sep 2003
Posts: 1,037
Budapest, Hungary
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I will repeat myself: Shadows and lighting are most important in order to sell game. I alreayd explained. You can make good game but when publisher sees poor shadow on terain you are doomed, and game is rejeted, I am sure about that. So, JCL please rewrite your TODO list and place shadows on first place. We really have descent engine now, and it is a really pitty that shadows on terrain are so bad, practically non existent. I ask you again to write exactly what and when you will do that we get shadows on terain, or some shadow baker like Democles said Thank you
DEXSOFT-GAMES.COM
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Re: soft shadows?
[Re: jcl]
#94936
10/24/06 09:33
10/24/06 09:33
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Joined: Oct 2003
Posts: 4,131
Matt_Aufderheide
Expert
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Expert
Joined: Oct 2003
Posts: 4,131
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Quote:
Our policy was so far that all A6 main features should be able run on 1.1/1.3 hardware. This required so far that shadows run on the CPU. Users with not-so-new hardware are grateful for that.
I dont think thats a good policy. Why not do several implementations, if you have the hardware it should be used.
Frakly I think users demand good lighting and shadows more than they want most other things. That's the main reason I made Sphere, and one reason its been fairly succesful...
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Re: soft shadows?
[Re: FBL]
#94940
10/24/06 10:34
10/24/06 10:34
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Joined: Jul 2000
Posts: 28,024 Frankfurt
jcl

Chief Engineer
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Chief Engineer
Joined: Jul 2000
Posts: 28,024
Frankfurt
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Quote:
I cannot find anything about terrain shadows on the forecast page..?!
Yes, sorry - it was there but I accidentally deleted it recently when I edited the page. Of course it's still planned. I've added it again.
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Re: soft shadows?
[Re: jcl]
#94941
10/24/06 11:37
10/24/06 11:37
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Joined: Jan 2003
Posts: 4,305
Damocles
Expert
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Expert
Joined: Jan 2003
Posts: 4,305
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If a shadowmapper will be included that is good.
I dont think that a baked shadow is "faked", as the lighning on blocks would be "faked" in this sense too,
it is just the application of the same concept of creating static shadows to the terrain, as it is to the BSP-blocks.
But how will the calculated shadowmap be stored? In the terrain directly, by altering the skin (and making a copy of the terrain with the new skin?) Or as a seperate created skintexture, that can be applied to the terrain manually? (To rework certain areas, like adding shadow/light jitter for leaves of trees, and some fixes for the shadow)
Will the shadowmapper account for models too, or just the Blocks?
There should be a specific multitextureshader for the shadowed terrain too, it works with the MT-shader from the templates, but maybe a special shader, that keeps the terrain to have the exact lighning from the ambient light brighnes of the BSP Level as a minnimum, to the sunlight Brightness as a Maximum. So that the shadows will have the ambient light brighness, and the sunny parts, that sunlightbrigness.
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Re: soft shadows?
[Re: Damocles]
#94942
10/24/06 11:49
10/24/06 11:49
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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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I would prefer a special single shadowmap. That can be used for overaying another texture or for a shader (e.g. the blue channel in the template shader).
The method can even fully support the template terrain shader and bake the shadow directly into the blue channel of the bitmap. We can still extract that channel with "The GIMP" or "Photoshop".
Regards, Frank
Models, Textures and Games from Dexsoft
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