And I've forgot... as an extra: A small texture pack regarding the window of "The Inn". It's a custom made texture which I mostly prerendered with 3ds max and composed it with an ornate window frame which I found on a free texture site. Here is a sample image of the contents of this texturepack:
(yellow glasbumps for daytime lighting and blue glasbumps for nighttime lighting... all this have to be tweaked with PS or Gimp to match your needs)
I gave parallax mapping for the floor a try. There are some problems and I´ve choosen a bit to high values to show the effect better. But I thought that you would probably like to see it:
yeah looks cool as I already told you We still have to enhance apropriate dispmaps to get that to work properly
As for a playable demo: A Demo will be released when the level has been filled with all the desired objects and considered as "finished" by slin & me - which could take some time. Can't tell when it's finished because we are doing this in our sparetime... but it won't take too long I think
As I've already told Slin, this is one of the best things I've seen done with 3dgs, especially shaderwise. Just lower the values on the parallax as you said Slin. Subtle is fine for the actual thing.
Btw, sry offtopic but Tristan I sent you a pm didnt you get it?
Yeah I got it, but please write me another PM with your questions/statements; it's the easiest way for me to handle, thanks... I am not using MSN, ICQ a.s.o. cause those does'nt work properly on my comp.
as for the parallax mapping: I am painting/modelling a Displacement map with ZBrush... we gonna see what the outcome will be
Because the Shadows are deactivated at the moment. We are still deciding what kind of shadows we want to implement... stencil shadows are good for a first glance, but dynamic shadows would be more cool - we gonna make this decision at a later time.
And: The Models are technically not shadowing themselfs... thats shading.
Looks nice Btw, are you planning to add an occlusion parameter ?? Doing it via flat or smooth shading will work too but Oblivion isn't Oblivion without parallax occlusion mapping ^^