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Re: Shade-C v0.91 BETA S1 RELEASED [Re: alibaba] #397687
03/22/12 10:09
03/22/12 10:09
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline OP
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BoH_Havoc  Offline OP
User

Joined: Jun 2004
Posts: 655
to your left
It's the warehouse demo which was done by crew51, which is all blocks. I just generated some normalmaps for it.

The green stone is a model of course.


Shade-C EVO Lite-C Shader Framework
Re: Shade-C v0.91 BETA S1 RELEASED [Re: BoH_Havoc] #397693
03/22/12 11:13
03/22/12 11:13

C
chris_oat
Unregistered
chris_oat
Unregistered
C



cool to hear from you (BoH-Havoc) and Shade-C.
Im a beta-tester, and i really hope for the final release you do not change alot in the setup of the shaders for a model as im already pretty ahead in the project i use shade-c.
Shade-C is a very powerful tool and thanks for it!

Re: Shade-C v0.91 BETA S1 RELEASED [Re: ] #397698
03/22/12 13:07
03/22/12 13:07
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
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darkinferno  Offline
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Joined: May 2009
Posts: 1,816
at my pc (duh)
Okay, am just wondering if all these lighting techniques work for models also, I know I was in support of blocks earlier but, I guess Ive learnt just how slow they can be..

Again though, looking forward to this

Re: Shade-C v0.91 BETA S1 RELEASED [Re: darkinferno] #397718
03/22/12 19:05
03/22/12 19:05
Joined: Dec 2009
Posts: 217
Italy
PietroNifosi Offline
Member
PietroNifosi  Offline
Member

Joined: Dec 2009
Posts: 217
Italy
Alright folks, I know it's been a long while but I decided to stop the Wasteland development for now (mostly since I played Skyrim) and decided to switch back to my Medieval Project.
Here is some of my latest development using Shade-C EVO for betatesters (although I received my last update about a year ago).
Therefore I'm expecting some major improvements expecially when it comes to framerate and softshadows.
Also Havoc, I would love if you could add a brightness/contrast/saturation shader to your list.
It would comes really handy for daylight scenarios.
And I sincerely hope you haven't changed too many things around, since that would mean re-ordering / re-balancing every settings frown


By pietronifosi at 2012-03-22


By pietronifosi at 2012-03-22


By pietronifosi at 2012-03-22


By pietronifosi at 2012-03-22


By pietronifosi at 2012-03-22


By pietronifosi at 2012-03-22


Dear Fans, to celebrate our 500.000 downloads,
Evhacon 2 is now FREE TO PLAY on Amazon Underground!
HD Version: https://www.amazon.com/gp/product/B071FKSVG2
LD Version (Optimized for lower devices): https://www.amazon.com/gp/product/B0719TXFJN
Re: Shade-C v0.91 BETA S1 RELEASED [Re: PietroNifosi] #397719
03/22/12 19:06
03/22/12 19:06
Joined: Dec 2009
Posts: 217
Italy
PietroNifosi Offline
Member
PietroNifosi  Offline
Member

Joined: Dec 2009
Posts: 217
Italy

By pietronifosi at 2012-03-22


By pietronifosi at 2012-03-22


By pietronifosi at 2012-03-25


By pietronifosi at 2012-04-01

Well enjoy for now and please let me know about the next update through email (hopefully soon laugh )

-Pietro

Last edited by PietroNifosi; 04/01/12 14:40.

Dear Fans, to celebrate our 500.000 downloads,
Evhacon 2 is now FREE TO PLAY on Amazon Underground!
HD Version: https://www.amazon.com/gp/product/B071FKSVG2
LD Version (Optimized for lower devices): https://www.amazon.com/gp/product/B0719TXFJN
Re: Shade-C v0.91 BETA S1 RELEASED [Re: PietroNifosi] #397785
03/23/12 15:16
03/23/12 15:16
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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Posts: 2,488
since I played Skyrim) and decided to switch back to my Medieval Project.
Let's hope for a great Follout 4 so you'll switch back to the previous great game laugh

Re: Shade-C v0.91 BETA S1 RELEASED [Re: ratchet] #397996
03/26/12 11:02
03/26/12 11:02
Joined: Dec 2009
Posts: 217
Italy
PietroNifosi Offline
Member
PietroNifosi  Offline
Member

Joined: Dec 2009
Posts: 217
Italy
Hehe thanks Ratchet, I was expecting you would say that.

Yet I didn't really have a clear layout in my mind for the Wasteland levels, and I didn't want a game played exclusively in desert landscapes.

Moreover this one here is a lot more detailed if you compare the two.

I don't plan to cancel the Wasteland Project though don't worry, I'll just pospone it for the future

-Pietro


Dear Fans, to celebrate our 500.000 downloads,
Evhacon 2 is now FREE TO PLAY on Amazon Underground!
HD Version: https://www.amazon.com/gp/product/B071FKSVG2
LD Version (Optimized for lower devices): https://www.amazon.com/gp/product/B0719TXFJN
Re: Shade-C v0.91 BETA S1 RELEASED [Re: PietroNifosi] #398366
03/31/12 22:45
03/31/12 22:45
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline OP
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BoH_Havoc  Offline OP
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Joined: Jun 2004
Posts: 655
to your left
Quote:

Im a beta-tester, and i really hope for the final release you do not change alot in the setup of the shaders for a model as im already pretty ahead in the project i use shade-c.


Quote:

And I sincerely hope you haven't changed too many things around, since that would mean re-ordering / re-balancing every settings


I did change stuff around, but only because of performance reasons and more easy useability (i.e. a lot of the sc_skill stuff is gone now and more things can be set directly when defining the material). That's why the beta wasn't/isn't public: Things might change.

All in all it's not much different though, you still setup your effect variables and call sc_setup() (although you can now also pass a settings container to sc_setup and don't use global variables at all. This is needed for multiscreen/view support).
It shouldn't be to much of a hassle to port to the new version.

Quote:

Okay, am just wondering if all these lighting techniques work for models also, I know I was in support of blocks earlier but, I guess Ive learnt just how slow they can be..


Yes, they work with models. Also, you have some more options when using models since you can use more textures (entSkin2 and entSkin4). With models, you could theoretically set 128 different lighting models (blinn-phong, oren-nayar, cartoon, skin, rock, wood, stone, etc) to different parts of a model through a single grayscaletexture (hooray for deferred shading and volumetric texture lookups!)*, have teamcolors, emissive mask, displacement mapping, specular mask, etc. . With blocks, you can also do all that stuff, but not that much at the same time for one block due to texture limitations. I might fix that limitation in the future, but it's not a high priority right now.

* You can literally paint materials on a model. I.e. if you have a tree, you paint the trunk with the "wood" light-model/material and the leaves with the "leaves" light-model/material.


Shade-C EVO Lite-C Shader Framework
Re: Shade-C v0.91 BETA S1 RELEASED [Re: BoH_Havoc] #398368
03/31/12 23:48
03/31/12 23:48
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
Serious User
Rackscha  Offline
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Joined: Dec 2008
Posts: 1,218
Germany
@BoH this sounds great(and i hope this is not an aprils fool grin )


MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development

Re: Shade-C v0.91 BETA S1 RELEASED [Re: Rackscha] #398371
04/01/12 05:40
04/01/12 05:40
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
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darkinferno  Offline
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Joined: May 2009
Posts: 1,816
at my pc (duh)
awesome, you definately give users a reason to stick around, I look forward to it laugh

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