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environment test #95019
10/19/06 12:46
10/19/06 12:46
Joined: Feb 2006
Posts: 324
Germany
M
maybenew Offline OP
Senior Member
maybenew  Offline OP
Senior Member
M

Joined: Feb 2006
Posts: 324
Germany
environment test for upcoming project.

4 raster based vegetation layers: 3 dynamic, 1 static for optimal performance.
dynamic generation of gras, bush, shrubs, shrooms and rocks.

script based generation of the whole environement.

weather effects: wind affects plants, rain, snow.

tell me what you think.














Re: environment test [Re: maybenew] #95020
10/19/06 13:04
10/19/06 13:04
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Veeeery nice and atmospheric!

Exept the grass, it shouldn't have any parallelism! Perhaps you could combine some of Loopix grass within one bitmap or model.

Is the terrain made with IceX2?

Re: environment test [Re: Pappenheimer] #95021
10/19/06 13:06
10/19/06 13:06
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
Expert
Uhrwerk  Offline
Expert

Joined: Jan 2002
Posts: 4,225
Germany / Essen
Looks really good and somehow reminds me on "Stalker". Only the builing misses a little details.


Always learn from history, to be sure you make the same mistakes again...
Re: environment test [Re: Uhrwerk] #95022
10/19/06 13:12
10/19/06 13:12
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline
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Inestical  Offline
Rabbit Developer

Joined: Apr 2005
Posts: 3,815
Finland
Only thing to reconsider is shorter grass.. everybody seems to like long grass that does look too "made" try shortening the grass. Other thing is that the ground is missing something.. can't say what.. but other than that, awesome work!


"Yesterday was once today's tomorrow."
Re: environment test [Re: Inestical] #95023
10/19/06 13:27
10/19/06 13:27
Joined: May 2002
Posts: 2,541
Berlin
EX Citer Offline
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EX Citer  Offline
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Joined: May 2002
Posts: 2,541
Berlin
very good. And very far clip. Can you publish a demo (to show wind effect, frame rate etc)


:L
Re: environment test [Re: Inestical] #95024
10/19/06 13:28
10/19/06 13:28
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
It looks very good! It think what may be wrong with the terrain is the lack of sand inbetween the grass textures. Hard to explain, but not everywhere will be grass, nevertheless the first few screenshots do look good, because colorwise it fits. Good luck,

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: environment test [Re: PHeMoX] #95025
10/19/06 13:58
10/19/06 13:58
Joined: Apr 2005
Posts: 2,332
Germany, BaWü
aztec Offline

Expert
aztec  Offline

Expert

Joined: Apr 2005
Posts: 2,332
Germany, BaWü
Really nice looking very good would be good for some kind of ghost recon game or something like that
Cheers
Aztec


Visit:
schwenkschuster-design.de
Re: environment test [Re: aztec] #95026
10/19/06 14:50
10/19/06 14:50
Joined: Feb 2006
Posts: 324
Germany
M
maybenew Offline OP
Senior Member
maybenew  Offline OP
Senior Member
M

Joined: Feb 2006
Posts: 324
Germany
thanks for the nice feedback...

there is a detail texture on the terrain, but it is note visible, because the camera is to far above the ground, perhaps that's the "missing thing".

the gras will be fine adjusted for each level in the next few days...

sorry, can not release a demo without giving away too much about the project and i got a veto of the producer on that. i will try to find the time to upload a video.

i consider making a plugin-like package so everybody can include the environment system in their game... would anybody be interested in such a module for his projects? let's say about 20$ for a indie project?

some more features:
collision system for trees and bushes: hit the tree it fells
mutlitexturing (4 textures, detail texture) & watershader (realtime refraction, bump map waves, transparency) for shader 2.0 with fallbacks down to FFP.
builtin season themes: summer, fall, autumn
builtin sky themes: day, dawn, night (each with clouds and without)
dynamic clouds
terrain data map system & editor: you can draw a map which indicates where trees are visible and where not, but unlike other systems the map is not read in cscript (as the bmap instructions are very slow). instead there is a editor to convert the bitmap into a "terrain data map" which is handled by the games vegetation system. this is faster than any other calculation of visibility. this way you can avoid gras and bushes being drawn in water or on roads and buildings. it supports 3 channels (R,G,B) which are used for the different classes of the vegetation system.


(in the picture: where the map is black nothing is created, where the map is red, only gras and shrubs are created, where the map is yellow trees can grow )

Re: environment test [Re: maybenew] #95027
10/19/06 15:05
10/19/06 15:05
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 find that a very interesting approach.


Models, Textures and Games from Dexsoft
Re: environment test [Re: Machinery_Frank] #95028
10/19/06 16:29
10/19/06 16:29
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
your level grass, trees , nature texture :
the GREEN is too dark : it looks unrealistic !

try using green tones like in Oblivion or Gothic 3 !

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