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Re: Island level
[Re: JibbSmart]
#143388
07/26/07 09:48
07/26/07 09:48
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Joined: Mar 2006
Posts: 2,758 Antwerp,Belgium
frazzle
Expert
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Expert
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
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The overall look is good, the fog gives it a nice island feeling. As for the trees, shadows are really recommended to spice up the realism like Frank indicated. You've got the choise between z-buffer shadows and stencil buffer shadows but you should make a calculated thought about using which kind of shadow. Z-buffer shadows are faster but they don't countour around objects, stencil shadows are slower but they look better due to the faqt that they contour around level geometry, models, sprites,... I would recommend using z-buffer shadows for the scene itself and stencil shadows for the main player. The grass texture, I wouldn't add anykind of bump mapping ( tangent space bump mapping / object space bump mapping) because they both have their cons and pros. Tangent space bump mapping is slower because you use more instructions to transform the light and view vectors to texture space. Object space bump mapping is faster but it behaves badly with mip mapping which is a requested use when texturing a large surface. I would just use a multitexture terrain shader. About the bloom shader, I can only confirm what Julz said about it. A water shader is always abit tricky to get right, especially at the shore but I'll judge that when I've seen a clear shot of it in one of your next updates. About the vegetation, SEED-IT is a potential solution for sure but it will cost you a small amount of cash But the amount of money you spent on it is nothing compared in comparasion with the great results you will get in return ^^ !! For the rest I can tell you that you're on the right track about the level design, a nice progres vartan Waiting for updates Cheers Frazzle
Antec® Case Intel® X58 Chipset Intel® i7 975 Quad Core 8 GB RAM DDR3 SSD OCZ®-VERTEX2 3.5 x4 ; HD 600 GB NVIDIA® GeForce GTX 295 Memory 1795GB
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Re: Island level
[Re: Machinery_Frank]
#143390
07/26/07 10:05
07/26/07 10:05
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Joined: Mar 2006
Posts: 2,758 Antwerp,Belgium
frazzle
Expert
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Expert
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
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Well I didn't tested it with the template version itself but I applied stencil shadows once on a model of +- 10000 polies and the fps went down from 60 to 3-4 fps ... That is my experience about it Cheers Frazzle
Antec® Case Intel® X58 Chipset Intel® i7 975 Quad Core 8 GB RAM DDR3 SSD OCZ®-VERTEX2 3.5 x4 ; HD 600 GB NVIDIA® GeForce GTX 295 Memory 1795GB
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Re: Island level
[Re: frazzle]
#143391
07/26/07 10:09
07/26/07 10:09
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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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Quote:
Well I didn't tested it with the template version itself but I applied stencil shadows once on a model of +- 10000 polies and the fps went down from 60 to 3-4 fps ... That is my experience about it
Cheers
Frazzle
Yes, that happens. Gamestudio uses the same model with all 10,000 polies for the shadow then. But you can create a LOD version of this model. The shadow algorhithm will use the next LOD stage for the shadow und thus you can can make it faster. A shadow never ever needs 10,000 polies
But nevertheless the real-time shadow will not work with trees and foliage since it does not resprect the transparent parts of the textures.
So you better use static shadows on terrain.
Models, Textures and Games from Dexsoft
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Re: Island level
[Re: Machinery_Frank]
#143392
07/26/07 11:50
07/26/07 11:50
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Joined: Mar 2006
Posts: 2,758 Antwerp,Belgium
frazzle
Expert
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Expert
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
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Indeed, that's what I figured out too but I never applied static shadows to any terrain yet so I will try that out soon. The disadvantage is the static look in antagonism with the dynamic shadows from the z-buffer / stencil buffer. I might try out shadow mapping via shaders to avoid this problem Cheers Frazzle
Antec® Case Intel® X58 Chipset Intel® i7 975 Quad Core 8 GB RAM DDR3 SSD OCZ®-VERTEX2 3.5 x4 ; HD 600 GB NVIDIA® GeForce GTX 295 Memory 1795GB
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Re: Island level
[Re: frazzle]
#143393
07/26/07 17:07
07/26/07 17:07
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Joined: Apr 2005
Posts: 2,332 Germany, BaWü
aztec
Expert
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Expert
Joined: Apr 2005
Posts: 2,332
Germany, BaWü
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Finaly! how long have I been waiting to see you continuing this The screens look promising I think it will even look better with some grass. Hope to see more but great this far Regards Aztec
Visit: schwenkschuster-design.de
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Re: Island level
[Re: aztec]
#143394
07/26/07 18:57
07/26/07 18:57
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Joined: Apr 2006
Posts: 265
vartan_s
OP
Member
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OP
Member
Joined: Apr 2006
Posts: 265
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Thanks for the comments, they will really help. First of all, the grass texture. The reason I chose it because its overall color fits in well with the atmosphere I'm trying to create. I also don't like it when they use textures like this: IMO, that's not much better. About what Julz said, that is exactly why I haven't used bloom until now. I need a bloom that only blurs/brightens the bright, white parts. Sylex bloom blurs too much, Ogre bloom brightens too much, etc. What I really want is something like the HL2 HDR: http://www.bit-tech.net/content_images/lost_coast_screens/15b.jpgAbout shadows, I will NOT use stencil shadows for trees that will never move. It is unnecessary. If I use shadows they will be lightmapped onto the terrain. I have tried to use ventilators unfinished plugin, but unfortunately for some reason trying to open it brings up a list of errors. The terrain is lightmapped for its own shadows, I could increase the contrast to make this more obvious. The same with the trees, ingame you can tell the difference between the sunny side and the dark side, but the ambient is pretty high so you can't tell from screens. Once again, I could lower the ambient of the individual trees through a material. I think I've covered everything (that's a lot of issues for a simple terrain!). Once again, thanks for the comments.
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Re: Island level
[Re: not_me]
#143396
07/27/07 18:03
07/27/07 18:03
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
Expert
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Expert
Joined: May 2005
Posts: 2,713
Lübeck
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I think that this bloom effect would fit nice into that level, maybe a bit less but that is adjustible. If you are interested in that effect, contact me with ICQ or msn (my adresses are in my profile) and I´ll send it to you (btw, it is the sylex bloom with some tweaks ). And sorry for the cbabe^^. And, yeah I would love to see the mystymood water in there. Looks very good so far but maybe scale the "grass" texture a bit smaler
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Re: Island level
[Re: Slin]
#143397
07/27/07 18:20
07/27/07 18:20
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Joined: Oct 2004
Posts: 1,856
TheExpert
Senior Developer
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Senior Developer
Joined: Oct 2004
Posts: 1,856
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For shadows : faked ones with a projected decal or textuer projection is the key : used a lot in commercial engine (Far Cry etc ..) LOD is the another big key of big titles : play Guild Wars to see how it is used obliously Now a question that will make you want to kill me ok i'm going to troll a little ... here it is .... After playing Far Cry and finding it for 10 Euros in any shop , why should i play your game that is and will remain far far away , 3DGS is not Sand box Engine at all ? Any originality ? cool new features ? (crysis will have some little originality on alines and powers) OR perhaps you are just making the game for fun , and just to offer a game that can bring fun in that case forget my trolling
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