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Re: What are you working on? [Re: txesmi] #419154
03/07/13 06:08
03/07/13 06:08
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
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Joined: Mar 2006
Posts: 2,252
Tyrion? :D

Re: What are you working on? [Re: ratchet] #419158
03/07/13 09:31
03/07/13 09:31
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
a storm on the potty tongue fortunately the conflicts on this forum are so rare and really light, like this laugh which is imo a great thing.
I just re-read the first post, because I have not known who started it and for what purpose. any tips?
the decipher:
Originally Posted By: ratchet
Post any screenshot,picture of anything that you are working on with A8 , it can be anything like a model, a 2D level design, a texture, a game etc ...

(It's a standard thread in lot of 3D artist and some 3D engine forums, i just wanted 3DGS to have one, it can be interesting)


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #419162
03/07/13 11:03
03/07/13 11:03
Joined: Feb 2012
Posts: 371
Dico Offline
Senior Member
Dico  Offline
Senior Member

Joined: Feb 2012
Posts: 371
Originally Posted By: sivan
...after some headache caused by debugging, the n-level pathfinder works. building floors can be allowed for large units (bridge, gate) or restricted for infantry (stairs, walltops), and also deals with tile height differences too. everything destructible, new buildings can be placed runtime, and database is auto updated.




Wow , very nice project , it look like age of empir 3

Re: What are you working on? [Re: Dico] #419167
03/07/13 12:36
03/07/13 12:36
Joined: Sep 2006
Posts: 292
M
Mythran Offline
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Mythran  Offline
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M

Joined: Sep 2006
Posts: 292
Actually, i have a tip:

Instead of posting another topic just because you implemented someone else water shader, just post things that you did created x)
Just my opinion wink

Re: What are you working on? [Re: Mythran] #419181
03/07/13 15:00
03/07/13 15:00
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
@Dico : thanks, I have not really played with AOE3, only with AOE2 and AOM, but yes, once it's going to be an RTS, but a bit different...
the buildings are only fast made placeholders (wmb map entities), what I plan to share for newbies in future as an easily tileable castle builder kit, after some improvements.
@Mythran : I've never posted water shaders here.

Last edited by sivan; 03/07/13 15:02.

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Re: What are you working on? [Re: sivan] #419184
03/07/13 15:08
03/07/13 15:08
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
I think this message was for me laugh
And i have to show something later (isn't in a good shape actuall, also with default water shader this time, but with a lot of other stuff)


Visit my site: www.masterq32.de
Re: What are you working on? [Re: MasterQ32] #419185
03/07/13 15:32
03/07/13 15:32
Joined: Sep 2006
Posts: 292
M
Mythran Offline
Member
Mythran  Offline
Member
M

Joined: Sep 2006
Posts: 292
I wasn't talking to you or anyone in particular sivan. It was just an example..
Just appears to actually have happened tongue Oops x)

Re: What are you working on? [Re: Mythran] #419186
03/07/13 15:53
03/07/13 15:53
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
hehe, okay.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #419254
03/08/13 11:31
03/08/13 11:31
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
Serious User
txesmi  Offline
Serious User

Joined: Jun 2007
Posts: 1,337
Hiporope and its pain

Re: What are you working on? [Re: txesmi] #419263
03/08/13 14:02
03/08/13 14:02
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Implemented variance shadow mapping for up to 16 spotlights in my deferred renderer.
Maybe I'll increase the number of shadowmapped lights to 32 but rendering the shadow-views is already a bit slow.



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