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Re: cycles [Re: AlbertoT] #122519
04/09/07 17:59
04/09/07 17:59
Joined: Jan 2007
Posts: 651
Germany
R
RedPhoenix Offline
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RedPhoenix  Offline
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Posts: 651
Germany
Well as I told you 3DGs has no complete dynamic shadow support. So it won't be that easy. You can test the stencil shadows. With the softshadow shader you can get a more realistic shadow look. But I fear that there doesn't exist a shader for real dynamic shadow support (including blocks or maps)

Re: cycles [Re: RedPhoenix] #122520
04/10/07 07:02
04/10/07 07:02
Joined: May 2005
Posts: 819
U.S.
Why_Do_I_Die Offline
Warned
Why_Do_I_Die  Offline
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Joined: May 2005
Posts: 819
U.S.
gamestudio should definately have better dymanic lighting/shadowing support , hope A7 takes care of that , A6 didnt.

Re: cycles [Re: Why_Do_I_Die] #122521
04/10/07 10:02
04/10/07 10:02
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline OP
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AlbertoT  Offline OP
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A

Joined: Oct 2006
Posts: 1,245
A7 pre release is already available
Does anybody know wether it is possible to achieve such "Time cycles "

Re: cycles [Re: AlbertoT] #122522
04/10/07 15:39
04/10/07 15:39
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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xXxGuitar511  Offline
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Joined: Mar 2006
Posts: 2,503
SC, United States
Well, it depends. I'm not sure on the depth of your question.

It seems as if you just want a day/night cycle during your game. This is as simple a cycling a variable between 0-x(2400), usiing a small calculated number...


var cTime;
var uTime = 0.01157;
var fTime = 60;
...
cTime = cycle(cTime + (uTime * fTime * time_step), 0, 24000);
...
Hour = int(cTime / 1000);
Minute = int(cTime / 24000);
Second = int(cTime / 1440000);


cTime stores the current time;
uTime Is the step to increase cTime by.
fTime Is the time factor. At 1, it will go at regular time. at 60, a minute will pass every second.


This is untested though. So if it's wrong, then let me know and I'll set up a lil environment and test it.


xXxGuitar511
- Programmer
Re: cycles [Re: xXxGuitar511] #122523
04/10/07 17:32
04/10/07 17:32
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline OP
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AlbertoT  Offline OP
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Posts: 1,245
Quote:



It seems as if you just want a day/night cycle during your game.






Yes but I would like also to update shadows in real time

Re: cycles [Re: AlbertoT] #122524
04/10/07 18:23
04/10/07 18:23
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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xXxGuitar511  Offline
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Joined: Mar 2006
Posts: 2,503
SC, United States
You can not update static shadows (cast by blocks).

You can only change dynamic shadows cast by entities. For this you can either use stencil shadows, or you use a shader...

You could even do like GTA does, and not cast shadows. Don't use shadows, just use shading...

You could even use the camera.ambient variable to adjust the brightness of static shadows. I use this in my day/night cycle. Create your level as if it were night in WED. Place your lights and stuff where needed, but no sunlight. Then at runtime, when it's day, incease the camera.ambient variable to brighten those static shadows...


xXxGuitar511
- Programmer
Re: cycles [Re: AlbertoT] #122525
04/11/07 05:13
04/11/07 05:13
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
Netherlands
Quote:

I found a Dynamic Shadows Demo on DX Studio Web site

" You can turn the world with the left/right cursor keys, or turn the light with Z/X. The real-time shadows will adapt to the light's position accordingly "

So it should be something relativly easy to implement




That demo uses regular stencil shadows, 3dgs has this too.

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: cycles [Re: PHeMoX] #122526
04/11/07 12:42
04/11/07 12:42
Joined: Nov 2000
Posts: 1,534
hamburg
Samb Offline
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Samb  Offline
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Joined: Nov 2000
Posts: 1,534
hamburg
too bad that the 3DGS stencil shadows are the baddest stencil stencil ever
don't know how they are in the beta, but in the public version, they are useless.

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