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Latest shader / fx screenshots #154826
09/17/07 13:54
09/17/07 13:54
Joined: Sep 2007
Posts: 1
Chicago
A
adamz Offline OP
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adamz  Offline OP
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A

Joined: Sep 2007
Posts: 1
Chicago
I was briefly looking through the Showcase II. Does anyone have any links that show off what the A7 engine is visually capable of using the latest shaders? The screenshots / demos on their page doesn't really compete with some of the other engines out there. From what's written it does seem to be possible but I have yet to see anything that developers are working on...

Re: Latest shader / fx screenshots [Re: adamz] #154827
09/17/07 13:58
09/17/07 13:58
Joined: Jun 2005
Posts: 4,875
broozar Offline
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broozar  Offline
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Joined: Jun 2005
Posts: 4,875
...because that's what a7 still doesn't provide: an easy-to-use shader editor/material manager and an impressive out-of-the-box shadow system? because fiddling with shaders hasn't improved since 6.31? because sphere doesn't work anymore with 6.5+? because sylex is too hard to understand? because most users are already pleased if they can get a 200 pollie-box-mdl in their game? maybe.

Re: Latest shader / fx screenshots [Re: broozar] #154828
09/17/07 14:35
09/17/07 14:35
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
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Joined: Oct 2002
Posts: 8,939
planet.earth
are you frustrated?

Re: Latest shader / fx screenshots [Re: ello] #154829
09/17/07 14:44
09/17/07 14:44
Joined: Jun 2005
Posts: 4,875
broozar Offline
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broozar  Offline
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Joined: Jun 2005
Posts: 4,875
indeed. i am a deserter. i expected too much from a7, obviously. of course, i could have imagined that the "shader editor" that's on the forcast for ages (6.2? 6.3?) page will make it on my desktop when duke nukem forever arrives. so will i refuse to buy it until it has the shader, shadow, light and editor features that i have been waiting for so long. a week ago i bought a new pack that has the capabilities i ever wanted, plus it has a monthly development cycle. i am not married to conitec, and i do not want to be ages behind my PC.

Re: Latest shader / fx screenshots [Re: broozar] #154830
09/17/07 19:18
09/17/07 19:18
Joined: Nov 2003
Posts: 523
Whitehorse, Yukon, Canada
Paul_L_Ming Offline
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Paul_L_Ming  Offline
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Joined: Nov 2003
Posts: 523
Whitehorse, Yukon, Canada
Quote:

A week ago I bought a new pack that has the capabilities I ever wanted, plus it has a monthly development cycle. I am not married to Conitec, and I do not want to be ages behind my PC.




I'm with you 110% here Broozar. I was rather disappointed with the A7 demo. I couldn't believe that it didn't render better or have better WED lighting, so I DL'ed the Demo. I was quite sad. I made a vow to NOT upgrade until it gets at least a basic shader and light upgrade...for both in-game and WED.

On an aside, what pack (engine?) did you pick up? So far I have A6, Torque, C4 and RealmCrafter. Out of all of them A6 is the "best in terms of bang-for-your-buck" and "ease of use".

With C4...man, very impressive overall since day one (I think I got it about a year or so ago when it was still just a baby). Alas, it's still lacking in the "artist friendly" department...but Eric (the creator) has the art pipeline upgrading in his sites now.

Torque; ..hmmm...I think it's a love/hate thing. Nice outdoors, directly uses QuArK (my fave editor) and has a good renderer. Not a horrible 'art pipeline', but still relies heavily on the programming side if you want to get anything done. Oh, and it *still* doesn't have easily working doors! o_O

RealmCrafter (v1 and v2) is, uh...I really don't know where to start. It has a *frickin' HUGE potential*, but it is completely hosed because of two factors. First, there is pretty much zero documentation. Oh, it says it has documentation, if you can consider things like "Actors Tab: This tab opens the Actors Tab" information about what the program does. Worst about it is you have to be logged on to the net or you get *nothing*. o_O The documentation for RC2 isn't finished yet, which is fine as v2 isn't quite 'fully released' yet (it's still in beta). But overall, documentation is very poor. Second, the interface for the editors was designed by programmers. This means it makes perfect sense if you wrote the program, and virtually no sense if you are an artist. For example, in the terrain editor, to select a house and move it you have to click on a button called "Movement"...then Right-Click on the house...move it with the mouse...and Right-Click again to de-select it. I think Left-Clicking does...nothing? ??? This, of course, assumes you figured out how to even get a house model into the program.

Anyway, sorry for the mini-rant/review there. I just want a game engine that I can easily add my static and animated models to. I've considered buying FPS creator, but I hear it is a nightmare to get any sort of model (let alone animated model) into the engine.


^_^

"We've got a blind date with destiny...and it looks like she's ordered the lobster."

-- The Shoveler

A7 Commercial (on Windows 7, 64-bit)
Re: Latest shader / fx screenshots [Re: Paul_L_Ming] #154831
09/17/07 19:56
09/17/07 19:56
Joined: Jun 2005
Posts: 4,875
broozar Offline
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broozar  Offline
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Joined: Jun 2005
Posts: 4,875
it is not nice to advertise in these forums for a different product, especially not in the sc2-section, however, you asked for it.

http://www.stonetrip.com/

best features: no difference between blocks and models. everything is made of collada models, everything can throw and receive precomputed and dynamic light, smooth self-shadowing and lightmaps, shaders include normal mapping, reflection, refraction, real mirrors, physics as much as you want, post-processing like bloom, glow, blur. 4 LOD steps, HUD-, Shader-/Material-, Level-, Script-, Objecteditor in just one application, if you know OGIER from starbreeze (chronicles of riddick and enclave as well as knights of the temple), you have an idea what i'm talking about.
scripting is lua-based.
after 4 weeks, we just got the next update with adjustable shadow map size and other cool stuff, torque-like terrain is planned for 1.6 (we are at 1.5.1 now).

disadvantages: mulitplayer/server costs extra, but a limited version is free for download. don't expect to pull a MMORPG out of it.
you need an collada exporter. blender offers one, but it's not exporting anims and skins well. XSI offers native collada export (crosswalk), there are tools for maya and 3ds max 8/9. i use this workaround: export from blender in FBX, get the free autodesk fbx converter and click the fbx<>collada button... done.

try it out, there's a free PLE to download.

Re: Latest shader / fx screenshots [Re: broozar] #154832
09/17/07 20:17
09/17/07 20:17
Joined: Jan 2006
Posts: 968
EpsiloN Offline
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EpsiloN  Offline
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Joined: Jan 2006
Posts: 968
No comment

PS.: Improvement of the multiplayer part of 3DGS would be nice...Its possible for others to make MMO's but impossible for us sounds stupid makes no sense.


Extensive Multiplayer tutorial:
http://mesetts.com/index.php?page=201
Re: Latest shader / fx screenshots [Re: EpsiloN] #154833
09/17/07 23:00
09/17/07 23:00
Joined: Jun 2002
Posts: 3,682
Coppell, Texas
Ran Man Offline
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Ran Man  Offline
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Joined: Jun 2002
Posts: 3,682
Coppell, Texas
I'd like to see more cross-compatibility options between different platforms like MAC/APPLE, but maybe we expect too much out of conitec.

I'd also like to see Margaret Thatcher to be president of the USA, but it ain't gonna happen guys.

I think this thread should be moved to the ASK CONITEC area though. lol


Cougar Interactive

www.zoorace.com
Re: Latest shader / fx screenshots [Re: Ran Man] #154834
09/18/07 00:56
09/18/07 00:56
Joined: Jul 2003
Posts: 893
Melbourne, Australia
Matt_Coles Offline

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Matt_Coles  Offline

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Joined: Jul 2003
Posts: 893
Melbourne, Australia
actually there is a new raytracing system we are using in the latest beta, but yeah we do need better support for shaders built into A7. Also JCL mentioned a few days ago shadow support is going to be updated with pixel shader 2 soft shadows and multiple light sources

Re: Latest shader / fx screenshots [Re: Matt_Coles] #154835
09/18/07 02:10
09/18/07 02:10
Joined: Aug 2004
Posts: 2,215
I
ISG Offline

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ISG  Offline

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Joined: Aug 2004
Posts: 2,215
Forgot to mention, it was me that moved this thread.


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