Gamestudio Links
Zorro Links
Newest Posts
Data from CSV not parsed correctly
by jcl. 04/26/24 11:18
M1 Oversampling
by jcl. 04/26/24 11:12
Why Zorro supports up to 72 cores?
by jcl. 04/26/24 11:09
Eigenwerbung
by jcl. 04/26/24 11:08
MT5 bridge not working on MT5 v. 5 build 4160
by EternallyCurious. 04/25/24 20:49
Trading Journey
by howardR. 04/24/24 20:04
Zorro FIX plugin - Experimental
by flink. 04/21/24 07:12
Scripts not found
by juergen_wue. 04/20/24 18:51
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
4 registered members (AndrewAMD, EternallyCurious, Petra, 1 invisible), 764 guests, and 4 spiders.
Key: Admin, Global Mod, Mod
Newest Members
Mega_Rod, EternallyCurious, howardR, 11honza11, ccorrea
19048 Registered Users
Previous Thread
Next Thread
Print Thread
Rating: 5
Page 12 of 554 1 2 10 11 12 13 14 553 554
Re: What are you working on? [Re: ratchet] #376107
06/30/11 01:16
06/30/11 01:16
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
sculptris only. grin

Re: What are you working on? [Re: lostclimate] #376589
07/04/11 18:38
07/04/11 18:38
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Yesterday I've had a look at Slin's deferred lighting and got an idea for spotlights with arbitrary start and target cone widths (without additional views and the like):



Then I realized they cannot cast dynamic shadows that way, what makes them pretty useless... :<


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: What are you working on? [Re: Superku] #376592
07/04/11 19:11
07/04/11 19:11
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
Expert
Slin  Offline
Expert

Joined: May 2005
Posts: 2,713
Lübeck


Re: What are you working on? [Re: Slin] #376603
07/04/11 22:17
07/04/11 22:17
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
Expert
sPlKe  Offline
Expert

Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria


Re: What are you working on? [Re: sPlKe] #376606
07/04/11 23:49
07/04/11 23:49
Joined: Mar 2006
Posts: 2,252
Hummel Offline
Expert
Hummel  Offline
Expert

Joined: Mar 2006
Posts: 2,252


Re: What are you working on? [Re: Hummel] #376619
07/05/11 06:08
07/05/11 06:08
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
Expert
WretchedSid  Offline
Expert

Joined: Apr 2007
Posts: 3,751
Canada
EHEC 2.0?


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: What are you working on? [Re: WretchedSid] #376632
07/05/11 10:03
07/05/11 10:03
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
@Hummel: awesome!

Re: What are you working on? [Re: HeelX] #376641
07/05/11 12:14
07/05/11 12:14
Joined: Nov 2006
Posts: 497
Ohio
xbox Offline
Senior Member
xbox  Offline
Senior Member

Joined: Nov 2006
Posts: 497
Ohio
a stereoscopic (cross-eyed view) 3d level


Re: What are you working on? [Re: Slin] #376643
07/05/11 12:33
07/05/11 12:33
Joined: May 2009
Posts: 439
T
TerraSame Offline
Senior Member
TerraSame  Offline
Senior Member
T

Joined: May 2009
Posts: 439
Slin...
What ya got there?
The terrain layout looks pretty good!
Except, it looks like you have over-lapping or "Striping" at the edges.
If that is "Striping, try changing the verticie count of your terrains so the count is as described in the manual:

"For avoiding unchunked mesh stripes, terrain_chunk should be a multiple of 8, and the number of terrain mesh squares in x
and y direction should be a multiple of the terrain_chunk value."

In other words... a multiple of 8 plus 1...
So, for example...
32 verticies in the x direction plus 1,
32 verticies in the y direction plus 1.
So the terrains would be 33 x 33 = 1089 verticies total.
Then set your chunk value at something like 8 or 16...
Just experiment...
That would make the terrain an even number of rows and the striping will go away and the game will run much faster and the edges will look better when textured while running it through the engine...
Just my thoughts... And it does look good!

Re: What are you working on? [Re: TerraSame] #376644
07/05/11 12:35
07/05/11 12:35
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
Expert
WretchedSid  Offline
Expert

Joined: Apr 2007
Posts: 3,751
Canada
Judging from the file name Slin works on Water with LOD steps.


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Page 12 of 554 1 2 10 11 12 13 14 553 554

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