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Re: The Inn -A graphic Experiment (WIP) [Re: Sam_Be] #171087
12/05/07 13:47
12/05/07 13:47
Joined: Apr 2007
Posts: 582
Germany
Poison Offline
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Poison  Offline
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Posts: 582
Germany
I think with a good harware fe. ATI X1600, 1024 Ram and 2,0 GHz you get a FPS rate of 20 up to 26.

Cheers

Poison Byte


Everything is possible, just Do it!
Re: The Inn -A graphic Experiment (WIP) [Re: Poison] #171088
12/05/07 14:26
12/05/07 14:26
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline OP
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Slin  Offline OP
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Posts: 2,713
Lübeck
Thanks for all the comments.
Don´t forget that this is WIP. There are going to be quite a lot of models in this scene. We will turn down the specularity, since most of doesn´t seem to like it that much (I do, since I don´t need a game to be realistic, but want to have it good looking with a great atmosphere...).

The Shader is a normalmapping shader, which was once posted by matt_aufderheide with a lot of changes. Because of performance reasons it only supports two lights for now. It uses a glossmap and the specularity strength and its intensity can be changed through the entities behaviorpanel in WED (or through the script).

About the discussion about highpoly and shader:
The characters in many modern computer games are having more than 10000 polies with applied shaders. And the scences are much bigger.
At the moment I think that we will have at least 30 fps in the end on a common computer. But we´ll see

Edit:
Friendly_Frank, how is a projectionshader usually used for such lightening things? I´ve got one which works fine but shines through objects. If I want to prevent it, it gets exactly the same as shadowmapping

Last edited by Slin; 12/05/07 14:38.
Re: The Inn -A graphic Experiment (WIP) [Re: Slin] #171089
12/05/07 14:52
12/05/07 14:52
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Potsdam, Brandenburg, Germany
Quote:

...how is a projectionshader usually used for such lightening things? I´ve got one which works fine but shines through objects. If I want to prevent it, it gets exactly the same as shadowmapping




Yes. Shadowmapping would even be the best solution. There are several approaches as you already know. If they eat too much fps then you can even try one without real-time rendering of the light view. A very cheap solution is to use pre-calculated cubic shadow maps (point lights) or 2d-shadow-maps for spot-light and project them at the geometry. If you move the light-source then you can move the shadowmaps as well and you get semi-dynamic shadowmaps.

The game Riddick did use this and C4-Engine also has something like that. It is fast like crazy and you can fake dynamic shadows with it.


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Re: The Inn -A graphic Experiment (WIP) [Re: Machinery_Frank] #171090
12/05/07 16:57
12/05/07 16:57
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Germanunkol  Offline
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Posts: 2,640
Earth
good work. it DOES remind of oblivion.
wow!


~"I never let school interfere with my education"~
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Re: The Inn -A graphic Experiment (WIP) [Re: Germanunkol] #171091
12/05/07 17:51
12/05/07 17:51
Joined: Aug 2003
Posts: 7,439
Red Dwarf
Michael_Schwarz Offline
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Michael_Schwarz  Offline
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Posts: 7,439
Red Dwarf
I find it ridiculous, that this level of graphics has been achieved years ago - without the need of any Shaders.


"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
Re: The Inn -A graphic Experiment (WIP) [Re: Michael_Schwarz] #171092
12/05/07 18:01
12/05/07 18:01
Joined: Jul 2006
Posts: 65
Germany
T
Tristan3D Offline
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Tristan3D  Offline
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T

Joined: Jul 2006
Posts: 65
Germany
Thanks guys

Non of the models are exceeding a polycount of 1500 tris so far. This might change with more complex models, but not much.

Just want to mention, we are not trying to push the graphical limits of the whole industry to the most recent level/limit; because this is not the meaning of this project (and would not be possible with 3dgs I think). If the graphics are by far means similiar to Games like Thief 3 or Oblivion, then I am more than happy with it

Bear in mind that this complexity is hard to sustain for a whole 3dgs game - so I doubt that it would be possible bringing this to a "real" game in 3DGS. It's just an experiment. We are not intending to make a whole game out of it.

I lowered the Speculars a lot now, but some objects just need a fair bit of specularity... e.g. the plankroof or the ground (but even them now have just a bit of specularity, so things might look better now). I do like more specularity just like slin does, but if the mayority of people dont like it, then I have to lower it



Last edited by Tristan3D; 12/05/07 19:09.
Re: The Inn -A graphic Experiment (WIP) [Re: Tristan3D] #171093
12/05/07 19:10
12/05/07 19:10
Joined: Feb 2003
Posts: 817
Dortmund, Germany
P
phil3d Offline
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phil3d  Offline
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Posts: 817
Dortmund, Germany
hm you spend 1200 polies for a simple chair? i would start over again and if you end up with 200 Polies and the same look you have an acceptable result. Even if you chamfer the edges how do you get such a count?

The carpet on the floor looks really strange. I think it's because the carpet has a really high resolution texture (much details) but in comparison the stone floor has a low resolution.


Re: The Inn -A graphic Experiment (WIP) [Re: phil3d] #171094
12/05/07 19:21
12/05/07 19:21
Joined: Jul 2006
Posts: 65
Germany
T
Tristan3D Offline
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Tristan3D  Offline
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T

Joined: Jul 2006
Posts: 65
Germany

This Chair isN't this simple (that's the problem). But the models have a bit of extra edges which could be deleted - you're right. I don't want to restrict myself too much to a minimalism regarding to super low poly. All the models will get the complexity they need to get the look I have in mind.

And: Yes... The carpet is too high in resolution and comaprence to the ground. Will look into it.

Last edited by Tristan3D; 12/05/07 19:24.
Re: The Inn -A graphic Experiment (WIP) [Re: Tristan3D] #171095
12/05/07 19:38
12/05/07 19:38
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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frazzle  Offline
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Posts: 2,758
Antwerp,Belgium
The graphical part is like mentioned, achieved via shaders but I the models itself make the magic happen too
The lighting in this scenery is good enough to create 'the Inn' atmosphere
Curious to see the how this will evole !!

Cheers

Frazzle


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Re: The Inn -A graphic Experiment (WIP) [Re: frazzle] #171096
12/05/07 19:42
12/05/07 19:42
Joined: Feb 2003
Posts: 817
Dortmund, Germany
P
phil3d Offline
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phil3d  Offline
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Posts: 817
Dortmund, Germany
ok you didn't really get the point. something must be terribly wrong with the model when it has 1200 polies.

the polies should look like that (hope you don't mind that i took your picture)

it should have a polycount around 100-150 i guess.




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