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Re: soft shadows? [Re: jcl] #94935
10/23/06 20:56
10/23/06 20:56
Joined: Sep 2003
Posts: 1,037
Budapest, Hungary
DEX Offline
Serious User
DEX  Offline
Serious User

Joined: Sep 2003
Posts: 1,037
Budapest, Hungary
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
Re: soft shadows? [Re: jcl] #94936
10/24/06 09:33
10/24/06 09:33
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
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M

Joined: Oct 2003
Posts: 4,131
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...


Sphere Engine--the premier A6 graphics plugin.
Re: soft shadows? [Re: Matt_Aufderheide] #94937
10/24/06 09:56
10/24/06 09:56
Joined: Jul 2000
Posts: 28,024
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,024
Frankfurt
Static shadows and dynamic shadows are completely different things. Terrain shadows are of course possible with any hardware, and have nothing to do with the shader templates. They are on our high priority list as you can see in the forecast page. A terrain shadow generator will be developed for the Map compiler as soon as the current task with the map compiler is finished.

Re: soft shadows? [Re: jcl] #94938
10/24/06 10:12
10/24/06 10:12
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
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FBL  Offline
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F

Joined: Sep 2003
Posts: 9,859
I cannot find anything about terrain shadows on the forecast page..?!

Re: soft shadows? [Re: jcl] #94939
10/24/06 10:13
10/24/06 10:13
Joined: Sep 2003
Posts: 1,037
Budapest, Hungary
DEX Offline
Serious User
DEX  Offline
Serious User

Joined: Sep 2003
Posts: 1,037
Budapest, Hungary
Quote:

Terrain shadows are of course possible with any hardware, and have nothing to do with the shader templates.



Hm I didnt noticed that when I put block on terrain I am getting shadow from it onto terrain, or maybe i cant do it??
Also I am getting very bad shadows when I place model on a slope, shadow is simply not adjusted to the slope of the terrain.
So terain shadows ARE possible but they are useles in this state. And I absolutely agree with Matt that a lots of people is urging for good shadows.
So I highly support your statement that we will soon get shadows on terrain, and urge you once again to speed up things in that area because I feel that this issue is essential to make quality games with 3dgs. Even if engine is slow we could always play with nexus and get better loading times and FPS but with shadows there ar simply no options. Or we have 2 options: first is to fake them with shadow map in shaders, and second is not to use model shadows at all on terrains. But what if I want to place house block on terrain? How can I get shadows then without faking it?


DEXSOFT-GAMES.COM
Re: soft shadows? [Re: FBL] #94940
10/24/06 10:34
10/24/06 10:34
Joined: Jul 2000
Posts: 28,024
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,024
Frankfurt
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.

Re: soft shadows? [Re: jcl] #94941
10/24/06 11:37
10/24/06 11:37
Joined: Jan 2003
Posts: 4,305
Damocles Offline
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Damocles  Offline
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Joined: Jan 2003
Posts: 4,305
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.

Re: soft shadows? [Re: Damocles] #94942
10/24/06 11:49
10/24/06 11:49
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
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
Re: soft shadows? [Re: Machinery_Frank] #94943
10/24/06 11:54
10/24/06 11:54
Joined: Jan 2003
Posts: 4,305
Damocles Offline
Expert
Damocles  Offline
Expert

Joined: Jan 2003
Posts: 4,305
There should be the option to save the shadowmap
onto the terrainskin (blue channel)
and manually to a file.

Currently the skintextures can only be extracted as 16Bit Texture
from the skins in MED, so
maby one needs a 24Bit TGA for editing.

Re: soft shadows? [Re: Damocles] #94944
10/26/06 09:02
10/26/06 09:02
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
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Matt_Aufderheide  Offline
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M

Joined: Oct 2003
Posts: 4,131
In my view static shadow maps of all kinds need to be gotten rid of completely.


Sphere Engine--the premier A6 graphics plugin.
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