Gamestudio Links
Zorro Links
Newest Posts
Zorro Trader GPT
by TipmyPip. 12/04/23 11:34
Newbie Questions
by AndrewAMD. 12/04/23 11:14
Square root rule
by Smallz. 12/02/23 09:15
RTest not found error
by TipmyPip. 12/01/23 21:43
neural function for Python to [Train]
by TipmyPip. 12/01/23 14:47
Xor Memory Problem.
by TipmyPip. 11/28/23 14:23
Training with command line parameters
by TipmyPip. 11/26/23 08:42
Combine USD & BTC Pairs In Asset Loop
by TipmyPip. 11/26/23 08:30
AUM Magazine
Latest Screens
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Tactics of World War I
Who's Online Now
2 registered members (TipmyPip, izorro), 556 guests, and 2 spiders.
Key: Admin, Global Mod, Mod
Newest Members
fairtrader, hus, Vurtis, Harry5, KelvinC
19019 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 4 of 5 1 2 3 4 5
Re: [SELL] Hero / man [Re: lostclimate] #116997
03/19/07 21:45
03/19/07 21:45
Joined: Aug 2006
Posts: 652
Netherlands
bstudio Offline
User
bstudio  Offline
User

Joined: Aug 2006
Posts: 652
Netherlands
just apply a little shader and you're done. Hell, even I can do that


BASIC programmers never die, they GOSUB and don't RETURN.
Re: [SELL] Hero / man [Re: bstudio] #116998
03/20/07 02:17
03/20/07 02:17
Joined: May 2005
Posts: 819
U.S.
Why_Do_I_Die Offline
Warned
Why_Do_I_Die  Offline
Warned

Joined: May 2005
Posts: 819
U.S.
Your completely wrong frank , that model doesnt have per pixel lighting , it's a painted texture , the guy even has a tutorial on making that model on his website where he clearly shows how he painted the texture , and nowhere there is there any normal mapping or per pixel lighting of any kind. No Max does not render with per pixel lighting unless you set it up through materials. To prove you all wrong , and show you how GameStudio's rendering isn't horrible and the cause of all the bad screenshots we get here on the forums , I took a model from a Mod of Quake 3 , a model which looked pretty good to me , and had a friend do a render in max for me , with no special lighting or anything , just the model in max and a render , and he exported it to mdl for me , where I loaded it in gamestudio into a level consisting of one hollowed cube , compiled the level , ran it , and took a screenie of the model , there is no speciall materials or anything applied , I didnt even touch the ambient or albedo settings. You all can judge for yourselfs , and I think it's clear of how the models Andvari posted would render in GameStudio. This onces again Proves that the reason gamestudio projects are always hideous is because of the art and solely because of that and NOT because of the engine. The model I used was made by Bo Bo The Seal , and is only 1300 Polygons , yes , only 1300 polygons , I only used the top half for the pic , which is 934 polys , I omited the legs because they dont have much detail and Quake 3 models are made in parts and i didnt wanna take the time to properly position all the model. First screenie is max , second is gamestudio.




Here is the link to the original work , you can see the texture there.
http://www.bobotheseal.com/personal_work/textures/engineer-final02.jpg

What do you all have to say now ? Still going to blame the engine for all the bad looking games on the forums here ? And you cant even say that would render slowly in gamestudio , the model is very low poly and has a 512x512 texture , it would actually run extremely fast and efficiently. This all goes back to doing the best that you can with what you have , now , nowadays gamestudio can easily handle 4-5 k polygon models with a 1024x1024 texture , so that should let you know what type of quality games you can do with gamestudio , and not those cheap sega saturn looking games we keep seeing showcased.

If anyone has trouble seeing any of the pics , here are the direct links
Max Render
----------------
http://www.bubblepoppingfrenzy.com/engineer_max.jpg
GameStudio Render
-----------------------------
http://www.bubblepoppingfrenzy.com/engineer_gs.jpg

Last edited by Why_Do_I_Die; 03/20/07 02:32.
Re: [SELL] Hero / man [Re: Why_Do_I_Die] #116999
03/20/07 07:38
03/20/07 07:38
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
Thanks for proving that you did accuse me without any reason

You said that I am "completely wrong" and this is none-sense and you prove it right now.

Look at the "simple" Max render. You will realize that there are additional shadows in the left part of the model, there are additional shadows under the arms and there is some kind of ambient occlusion (parts that are away from the cam are darker than parts that are near the cam).

All that is not happening in Gamestudio. And all that cannot be made with per-triangle lighting (especially not in a 1300 poly model). It can only be done when lighting is done per-pixel. And the image from Max clearly shows that they light per-pixel. Otherwise you would see different lights per polygon. That would look less smooth.

So there is a difference in a Max render and in a Gamestudio render.

Just learn to observe carefully before accusing people of dumbness that you cannot prove.

But thanks for your efforts.

By the way: The model and the texture is fantastic!


Models, Textures and Games from Dexsoft
Re: [SELL] Hero / man [Re: Machinery_Frank] #117000
03/20/07 08:14
03/20/07 08:14
Joined: May 2005
Posts: 819
U.S.
Why_Do_I_Die Offline
Warned
Why_Do_I_Die  Offline
Warned

Joined: May 2005
Posts: 819
U.S.
Yes , I know there is a difference , I clearly stated in my previous posts that the gamestudio rendering would be slightly inferior , I know there is no self shadowing , but I proved me being right and you wrong , as you said in gamestudio a model like that wouldnt render nicely because of this and that , when in fact ir renders fantasticly , and clearly proves you were wrong about the model not rendering good in gamestudio and I was right about it rendering very nice. I never said it would have self shadows , but I said the models Andvari posted pics of would look very good , and they would , which was my point . You made it sound like they would render ugly in gamestudio , like gamestudio could only render something like the previous screens before the nicem model ones. So dont try and make it sound like you were right , when you were clearly WRONG , the model I posted looks far superior to the model you posted in showcase one or 2 some time ago , and yours had a normal map and whatnot in Sphere , LOL. Wow , I cant believe you posted that you were right and I was wrong.
"I do not totally agree with that. Even when all effects are in the color map it will look flat and softened in Gamestudio"
So you are saying that the gamestudio screenshot the model looks flat and softened ? It looks really good to me, as good as the max pic , or maybe even better (more vibrant) .

Re: [SELL] Hero / man [Re: Why_Do_I_Die] #117001
03/20/07 08:40
03/20/07 08:40
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
Quote:

as you said in gamestudio a model like that wouldnt render nicely because of this and that




I never said that. I just said that it will not look like a max render.

I know how good a real-time game can look. I did alot of nice renders in Gamestudio with shaders providing specularity and better lighting.

But still a standard render in Gamestudio looks flat. A nice painted texture improves the look but it still does not get a good depth.

I am quite sure that you are not a designer otherwise you would see the difference.


Models, Textures and Games from Dexsoft
Re: [SELL] Hero / man [Re: Machinery_Frank] #117002
03/20/07 08:44
03/20/07 08:44
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
By the way: You are talking so much none-sense. Amazing. Stop it!

I did not post a normal mapped character so far. I posted levels and normal-mapped textures. My last character was a girl from the joan-of-arc tutorial, untextured and without normal maps:



My sci-fi girl had some spec maps but no normal map. Maybe some kind of place holder but I did not create normal maps for characters so far since I just started to sculpt high detail maps in Z-Brush recently.

You accuse people without reason and without knowledge. What is your problem?

Oh, I see that you have only one star There must be a reason for that. Maybe you talk the same way to other members as well. So - go on! Make new friends

Last edited by Frank_G; 03/20/07 09:10.
Re: [SELL] Hero / man [Re: Machinery_Frank] #117003
03/20/07 12:32
03/20/07 12:32
Joined: May 2005
Posts: 819
U.S.
Why_Do_I_Die Offline
Warned
Why_Do_I_Die  Offline
Warned

Joined: May 2005
Posts: 819
U.S.
well here is the link to your character i was talking about ,
http://www.coniserver.net/ubbthreads/showflat.php/Cat/0/Number/642599/page/8/fpart/1/vc/1
but your right , it does not have a normal map , but it doesnt look like Sphere
render helped your model at all , the basic render of the screenie is far superior looking
than your fancy Sphere pic. I know , your gonna say it's because of the texture ,
which brings us back to the point I was making in the beggining doesnt it ?
The render in gamestudio in no way looks flat , the model looks very good ,
but I'll let the other people who view the thread be the judge. Self shadowing isnt really
a big thing , most people(including reviewers) said you couldnt even notice
the self shadowing in Halo 2 , so that should tell you how much it's worth. I am not attacking you Frank , I only mentioned you were wrong in your post , and you were , simlpy because you meant that if those nice models Andvari posted wouldnt render
nicely in gamestudio , and they only looked good because they were being rendered on Max , this is the exact thing you meant , and this is WRONG , and I proved it is.
In every post I stated the render from gamestudio would be slightly less quality , I never said it would be identical , I dont know where you got that from , I said they would still look very good , you said you needed per pixel lighting for them to look that good , and again you were wrong , there was no per pixel lighting , not even in max , only it's self shadowing. Why not just admit you didnt know whatt you were talking about ? You obviously didnt , why try and defend what you wrote by trying to say you meant something else , some would say that shows a big lack of character , not to be able to admit ones mistakes. Up till this last year , you didnt need any normal mapping and specular mapping to make a AAA+ game , even now you can get away with just good models and textures , though I think this will be the last year for last generation games.
So up to this last year , anyoen coulda made a game with the quality of any xbox or ps2 game , but no one did , and many blamed the engine , specially for their bad grafix , sayin gamestudio renders ugly and a bunch of blah blah blah. So this should show everyone that a good model will render very nicely in gamestudio , and if you make a good level with good textures it will looks very good too , so it's all possible , hard to do , but very possible. Why Conitec hasnt hired some professionals to make an appropirate demo for the engine is beyond me , but this cheap looking games and demos has given the dev world the impression that gamestudio cant make anythign better than looking than a saturn or nintendo 64 game , which is completely inaccurate.

Re: [SELL] Hero / man [Re: Why_Do_I_Die] #117004
03/20/07 12:48
03/20/07 12:48
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 never talked about self-shadowing but you do.

I think you do not understand the concepts of per-pixel-shading. It does not need to create a self shadow. It just makes the part brighter that shows toward the sun and the other side will be darker. Gamestudio does that per triangle and thus you can often see a strange lighting. Just try to script a flash light for your player and you will not use it in your game since the lighting looks horrible in real-time.

That is what I am talking about. I never told something against good textures. Textures make a big difference. I sell textures with success and I know that probably better than you.

The model that you showed in your last post is old. I created a bunch of new models since them (even a few for paid jobs and the customers are satisfied). So they do not show my current state of abilities and I will delete them right now from the server.

Regards,
Frank


Models, Textures and Games from Dexsoft
Re: [SELL] Hero / man [Re: Machinery_Frank] #117005
03/20/07 12:57
03/20/07 12:57
Joined: May 2005
Posts: 819
U.S.
Why_Do_I_Die Offline
Warned
Why_Do_I_Die  Offline
Warned

Joined: May 2005
Posts: 819
U.S.
My whole point was that the models would look good in gamestudio as well , and that they were very good models , and they do , and they are. I know you do good work , I've bought some of your model packs in the past (the warehouse ones to be specific) and think they are very good.

Re: [SELL] Hero / man [Re: Why_Do_I_Die] #117006
03/20/07 13:04
03/20/07 13:04
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
Ok. To make it more clear:

Yes. Models look good in Gamestudio. You are right!

My point is: They will not look like a render image even not compared to a very simple render image. The difference might be small but it is visible for an experienced designer.


Models, Textures and Games from Dexsoft
Page 4 of 5 1 2 3 4 5

Moderated by  adoado, checkbutton, mk_1, Perro 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1