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Re: What are you working on? [Re: Rei_Ayanami] #430853
10/03/13 13:19
10/03/13 13:19
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
grin


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #430862
10/03/13 19:23
10/03/13 19:23
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
Recently I've created a cover system for NPC, it's works flawlessly, and uses tpathfinding plugin.
It's static, so the cover points have to be placed by hand via WED, I'm working on a dynamic one as well.

http://www.filedropper.com/coversystem

Greets


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Re: What are you working on? [Re: 3run] #430863
10/03/13 19:44
10/03/13 19:44
Joined: May 2008
Posts: 2,113
NRW/Germany
alibaba Offline
Expert
alibaba  Offline
Expert

Joined: May 2008
Posts: 2,113
NRW/Germany
Worked on the HUD, which is on the models now instead as panels.
I know they look horrible and i need a 2D Designer whatever.
It will definitely happen. My goal was to test if it really works and it did.



Professional Edition
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--------------------
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Re: What are you working on? [Re: alibaba] #430870
10/04/13 01:17
10/04/13 01:17
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
Done some work on my Interior Model ( No Details yet!)



regards Sebastian


Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Re: What are you working on? [Re: rvL_eXile] #430873
10/04/13 07:40
10/04/13 07:40
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
@3run: normally a designer made cover system is okay, it is applied in many commercial games (in older AAAAAaaaaaaaaaa.... games too). but with some hundreds of c_tracing you can check the environment in uniform distances (I have an idea in my head to implement such a map decomposition system, that examines the map, creates navmesh like areas to have less data, and feeds it to the AI and pathfinder system).

@alibaba: it reminds me to a project, namely a 3D desktop, where icons are placed in a 3D environment, actually a tropical island (made with Esethel engine: http://www.youtube.com/watch?v=3y6LcOMFS4s&feature=player_embedded). okay, they are very different laugh


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #430905
10/04/13 21:33
10/04/13 21:33
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
first steps of backing lightmaps onto dynamically allocated entities grouped by zones.



Re: What are you working on? [Re: txesmi] #430906
10/04/13 21:39
10/04/13 21:39
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
txesmi@ OMG OMG OMG! grin That looks so sweet dude! How does it work?


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Re: What are you working on? [Re: ratchet] #430908
10/04/13 22:23
10/04/13 22:23
Joined: Feb 2008
Posts: 85
Germany
Schloder87 Offline
Junior Member
Schloder87  Offline
Junior Member

Joined: Feb 2008
Posts: 85
Germany
wow, very impressive and helpful!


Visit IGRAVISION at: http://www.igravision.com
_________________________
Re: What are you working on? [Re: 3run] #430909
10/04/13 22:46
10/04/13 22:46
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
@3run
pretty hard question to answer. crazy

This exercise starts with that maze generator and it depends on it. I built a 3d level from its result with floor, wall, ceiling and pillar entities.

You may recall that I added doors to the result of the maze generator. I wrote a system that uses those doors witch open and close automatically as portals for geometry culling, so they are automatically shown or hidden by groups.

All those geometry construction pieces share their texture in order to merge them in a single entity by group.



I built those pieces with a secondary uv set with no overlapping in order to render the lightmap. In the merge process, I sorted them as you can see in the second image: a 2048x1024px lighmap for one single group.

I render the lighmap transforming the resulting sorted uv set to clip space instead of transforming the object space vertex coordinates. I used a previously rendered depth cubemap per light to calculate the shadows.

It takes its time to finish but the result is as fast as wind because there are very few entities and no shadow calculations on the flow.

I got some troubles rendering cubemaps because sometimes misteriously are not rendered properly. For now, I'm looking for a workaround...

Last edited by txesmi; 10/05/13 16:57.
Re: What are you working on? [Re: txesmi] #430926
10/05/13 16:58
10/05/13 16:58
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
I expanded shadow renders in order to get correct mipmap seams, applied a exponential spheric pcf for calculating occlusion and blurred shadows




click on images to enlarge

double post?! grin

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