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Re: HUD - critics wanted [Re: bstudio] #115312
03/24/07 16:56
03/24/07 16:56
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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frazzle  Offline
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Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
This looks quite nice indeed, your friend is quite artistic
Keep up those nice updates

Cheers

Frazzle


Antec® Case
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Re: HUD - critics wanted [Re: sPlKe] #115313
03/24/07 17:46
03/24/07 17:46
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
Quote:



I HAVE SEEN THAT STANDARD IN EARLY snes GAMES SO DIABLO RULES might be the wrong term...




Who friggin' cares whether it was SNES or Daiblo? Diablo is an example nearly everybody knows. Just an example! Your caps lock key seems to have a problem lately...


As to the HUD - I somehow liked the previous structure more, but it's not bad. Just not as good as the very first one (imho).

Re: HUD - critics wanted [Re: bstudio] #115314
03/24/07 18:34
03/24/07 18:34
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Germanunkol  Offline
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Joined: Jun 2006
Posts: 2,640
Earth
I actually liked all 3 of them, but this one's awesome, you're right!
I love the look of the material between the spheres... it looks half organic and half metal.. GREAT work.


~"I never let school interfere with my education"~
-Mark Twain
Re: HUD - critics wanted [Re: FBL] #115315
03/25/07 13:23
03/25/07 13:23
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
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sPlKe  Offline
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Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
Quote:

Quote:



I HAVE SEEN THAT STANDARD IN EARLY snes GAMES SO DIABLO RULES might be the wrong term...




Who friggin' cares whether it was SNES or Daiblo? Diablo is an example nearly everybody knows. Just an example! Your caps lock key seems to have a problem lately...


As to the HUD - I somehow liked the previous structure more, but it's not bad. Just not as good as the very first one (imho).




yeah, my keyboard is pretty messed up. but i get a newere PC in april, and until then, i hope this doesnt happen too often. really annoying i know

about the HUD:
i like the enw HUD. i also would reccomend to attach it to the edges but that is just another opinion. the style isgreat though^^

Re: HUD - critics wanted [Re: sPlKe] #115316
03/28/07 22:10
03/28/07 22:10
Joined: Nov 2004
Posts: 181
Germany, Saarland, Nohfelden
L
Locutus_of_Borg Offline OP
Member
Locutus_of_Borg  Offline OP
Member
L

Joined: Nov 2004
Posts: 181
Germany, Saarland, Nohfelden
hey, I'm having a small problem.
I changed my level-concept a bit and tried to realize them
with level entities. but now my models do note react on static light anymore.
I compiled the level without the models (but with static lights of course) then i got everything together in wed and even placed new static lights in front of the models but the did not react on them.
I got 2 screenshots here:

1. This is how it should look


2. This is how it looks


What am I doing wrong??

Re: HUD - critics wanted [Re: Locutus_of_Borg] #115317
03/28/07 22:19
03/28/07 22:19
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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Happy Birthday xXxGuitar511  Offline
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Joined: Mar 2006
Posts: 2,503
SC, United States
Level entities? As in, compiled wmb entities?

These do not react to outside lights, only the lights you use inside their file. If you get what I mean.


You'd have to instead, insert the geometry directly into your level, instead of using wmb files. Unless all will be lit the same, then you can just add the lights to the WMB file.


xXxGuitar511
- Programmer
Re: HUD - critics wanted [Re: xXxGuitar511] #115318
03/29/07 04:25
03/29/07 04:25
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
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sPlKe  Offline
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Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
i think those are models..
anyway, i have this problem too, but only sometimes. its pretty strange...

Re: HUD - critics wanted [Re: sPlKe] #115319
03/29/07 07:49
03/29/07 07:49
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
A model gets only vertex lighting from dynamic lights. The material can get some influence from the block below the model.

When you want to use a per-pixel-lighting then you have to use a shader otherwise the light will be distributed polygon by polygon and that will not look very smooth especially with low-poly-objects.

Conitec is aware of that and does tesselation. That means the level compiler breaks a wall into several small polygons just to provide better vertex-lighting but with the disadvantage of producing a higher rate of polygons on your levels.

But this behaviour happens only to blocks and in the future to static meshes.

I personally would like to stop tesselation and rather use a shader for pixel-lighting. This is the present and future.


Models, Textures and Games from Dexsoft
Re: HUD - critics wanted [Re: Machinery_Frank] #115320
03/29/07 10:52
03/29/07 10:52
Joined: Nov 2004
Posts: 181
Germany, Saarland, Nohfelden
L
Locutus_of_Borg Offline OP
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Locutus_of_Borg  Offline OP
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Joined: Nov 2004
Posts: 181
Germany, Saarland, Nohfelden
The Walls ans bottom are WMB-Entitis, the torch is a model!
I wanted to use the WMB-Entities to create easily large Levels with a small render-time. But it seems like this would not work just as long as I don't have any models in the level, which is not really an advantage.
Is there a work around? How do you handle big levels? How do you build your levels in general?

Last edited by Locutus_of_Borg; 03/29/07 11:03.
Re: HUD - critics wanted [Re: Locutus_of_Borg] #115321
03/29/07 15:32
03/29/07 15:32
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
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sPlKe  Offline
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Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
use blocks for walls, floors and the ceiling. use models for everythign else. every stone every pillar everything else, use models...

sine models are noth lighted the way blocks are, you have to work around the colors of the skin when you have colored lights...

an example:

i have a level with brown colored lights, everything looks dark and muddy. i have statues in the level wtih a grey skin. howeer, they dont look muddy obviously since theyre not lighted the ay blocks are. so i just paint their skin brown (i chose the right color from a screenshot of a grey block thats lit by the light, so i get a perfect match) and voila: looks perfect^^

use models wherever you can and blocks just for floor and stuff. you can also add shaders to models but not to blocks...

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