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Shadows on separate models #391727
01/15/12 13:09
01/15/12 13:09
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline OP
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Joozey  Offline OP
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Joined: Oct 2004
Posts: 4,134
Netherlands
Hi all,

I have a question how to proceed on this. The following screen is from my project:


There's currently no shadow, that's because every wall is a separate model. If I cast shadows it looks quite glitchy:



Now to fix this, and apply some proper shaders that cast nice proper shadows on the floors etc, do I need to create code that merges models together into one mesh? Is there any 3dgs functionality to use for that? (as far as I know I'll have to manually alter a D3DXMESH object).

I use A7 pro.

Thanks,
Joozey

Last edited by Joozey; 01/15/12 13:10.

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Re: Shadows on separate models [Re: Joozey] #391729
01/15/12 13:33
01/15/12 13:33
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Espér Offline
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Espér  Offline
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Baden Württemberg, Germany
I´m creating such a Dungeon keeper like System too. But i try to use 5x5 terrains with 50x50 fields for each terrain (mapsize of 250x250 Fields maximum). At the moment, i stuck with the moving of vertex to a noisemap for waved surface on top..

I tried your way to (using 1 entity per Block).. but that kills the framerate.. For your problem with the shadowed top surface..:
try to split the top-faces of the model from the walls.

MED => mark top faces => copy => delete faces (not vertex) => paste => save


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Re: Shadows on separate models [Re: Espér] #391730
01/15/12 13:39
01/15/12 13:39
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline OP
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Joozey  Offline OP
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Yes I agree that would be the best next step, but before I'm going to spend the next days doing that, what is the step after that to get the shadows right? Because separating the models even more wont fix the shadows.

Last edited by Joozey; 01/15/12 13:41.

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Re: Shadows on separate models [Re: Joozey] #391731
01/15/12 13:42
01/15/12 13:42
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Espér Offline
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Espér  Offline
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separate the top faces from the wall faces isn´t killing the FPS.. but it´s killing that ugly cell-Shadow you have ^^ (it´ll look like 1 plane if you do that).

I don´t know how many entities you´ll use for a Map (my maximum is 250x250 and i just show those which are in the view range).. But my FPS are under 40 ._.

My actual testmap:


And the result on FPS:


It´s a grey screen cause there´s no skin on the blocks.. This is the maximum you can zoom out. it shows 1323 Entities.. and the FPS decreases from 500+ to 120-
That´s bad ._. cause i need monsters, rooms..etc to show too..
And that are just the Models in Vew range.. all others are invisible..


My Blocks are using separated walls and top-planes.. means.. each side is a single object in the model... so i´ve no cell-shading on walls, floors and tops
(screen is from my Entity project..)

Last edited by Espér; 01/15/12 13:50.

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