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Re: A7 and shadows
[Re: Joey]
#125386
04/22/07 00:22
04/22/07 00:22
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Joined: Aug 2000
Posts: 7,490
Orange Brat

Senior Expert
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Senior Expert
Joined: Aug 2000
Posts: 7,490
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Quote:
i cannot comprehend sentences like "3DGS has a fine shadow system". either you were never in need of usable dynamic shadows or never tried to enhance gs graphics with shaders. and obviously you never tried to build large outdoor areas.
Yes, and I explicitly stated this in my post. 3DGS has fine, STATIC shadows/lighting, and I do NOT create large outdoor areas with terrain. Also, stencil shadows do not cut down the frame rate in my levels because I don't use them for every single thing, plus I simply have the years of experience to know how to use both them and everything else in the engine.
I also don't rely on shaders because I don't want to have to worry about compatibility with older machines. I know plenty of tricks that look every bit as good and in most cases better than anything a shader can do. Sometimes, the old school methods are better, and for reasons well beyond just creating interesting visuals. I can create a statically lit level, with appropriate use of standard dx dynamic light/shadows, look better than any unrealistically shiny, plastic looking normalmapped, shader-centric soulless level. It may not have the trendy soft shadows, but it going to look every bit as nice and run a whole helluva lot faster on every system.
My User Contributions master list - my initial post links are down but scroll down page to find list to active links
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Re: A7 and shadows
[Re: Orange Brat]
#125387
04/22/07 06:49
04/22/07 06:49
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Joined: Sep 2003
Posts: 1,037 Budapest, Hungary
DEX
OP
Serious User
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OP
Serious User
Joined: Sep 2003
Posts: 1,037
Budapest, Hungary
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Quote:
Yes, and I explicitly stated this in my post. 3DGS has fine, STATIC shadows/lighting,
Yes, STATIC shadows on your urban levels, but NOT on terrains, on terrains you dont have any static shadows, or even lighting. As I mostly using terrains, I need first to create terrain and level in Freeworld3D import all models as 3ds, then make shadow map in freeworld, bake it into terrain map, export terrain like height map, import map and create same terrain in MED, then place same models in MDL format AGAIN. So basicly I am creating level 2 times, only because we dont have any shadow system for terrains. Why should I do that?
DEXSOFT-GAMES.COM
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Re: A7 and shadows
[Re: DEX]
#125388
04/22/07 07:06
04/22/07 07:06
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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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Absolutely agree with Dex. I know this "work-flow". And even when you have baked your shadows in Freeworld then you get plenty of problems while placing your objects in WED. Since you do not have a real-time preview you can only guess the right positions for your objects to fit the baked shadows. So you have to test and move every object. That is no fun at all.
In terms of terrain editing we are way behind Torque, Lawmaker and other solutions. But we have to finish our projects. We invested lots of time and money. So there is no alternative to 3dgs currently.
Orange Brat: Shader games do not have to be shiny nor plastic. You can control the amount of specularity for every pixel of your texture with a specularity map in an alpha-channel in modern shaders. You really should check how modern games work.
Last edited by Frank_G; 04/22/07 08:05.
Models, Textures and Games from Dexsoft
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Re: A7 and shadows
[Re: Machinery_Frank]
#125389
04/22/07 07:41
04/22/07 07:41
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Joined: Jun 2005
Posts: 656
Grafton
User
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User
Joined: Jun 2005
Posts: 656
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The 3D illusion is created with the interplay of light and shadow. I feel these are the things 3DGS most need to improve in its rendering to create games with a modern looking visual effect.
Vertex diffuse shaders make good shadowing on models, but fast realtime softshadows for all entity types that can be cast to all other entity types is sorely needed. I can't think of something that is more important for the future of the engine IMO, and I can't imagine A7 being viable for many users without including a serious effort in improving shadows in this manner.
Not two, not one.
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Re: A7 and shadows
[Re: Grafton]
#125390
04/22/07 09:17
04/22/07 09:17
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Joined: Jun 2003
Posts: 1,017 Germany
Thomas_Nitschke
Senior Developer
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Senior Developer
Joined: Jun 2003
Posts: 1,017
Germany
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Broozar, Frank, Dex: It seems I'm on your side  Honestly, if A7 still has nothing that could call itself a modern lighting/shadowing system, I'll certainly jump off the 3DGS train at once. The same applies for me finding out that my static meshes are to be build into meshes by the compiler in a day's work - building meshes out of meshes seems to be Conitec logics.
Formerly known as The Matrix - ICQ 170408644
I've been here for much longer than most people think. So where's my "Expert" status?
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Re: A7 and shadows
[Re: Thomas_Nitschke]
#125391
04/23/07 06:13
04/23/07 06:13
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Joined: Aug 2001
Posts: 2,320 Alberta, Canada
William
Expert
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Expert
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
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Quote:
The same applies for me finding out that my static meshes are to be build into meshes by the compiler in a day's work - building meshes out of meshes seems to be Conitec logics.
I agree, this(tesselation) needs to be completely customizable. When people make their levels optimized they don't always want the compiler splitting things up and adding just for better lighting. I'm guessing Conitec will change this once A7 is actually released; otherwise it wouldn't make much sense... especially for those who don't need light mapping.
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Re: A7 and shadows
[Re: William]
#125392
04/23/07 07:06
04/23/07 07:06
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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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William: If I understood this right then the reason for the tesselation is to improve the results of the dynamic lighting, especially the Gamestudio kind of vertex lighting.
And so you are absolutely right. From my mind it sounds like a waste of time to do that in a modern engine since vertex lighting is old and should be replaced by pixel lighting. And tesselation is not needed for pixel lighting. You need only a good texture resolution for that.
A7 should become a modern engine if you ask me.
Models, Textures and Games from Dexsoft
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