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Re: What are you working on? [Re: Kartoffel] #431662
10/22/13 10:19
10/22/13 10:19
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
Basic mesh and ambient lighting concept for the modules of the mazes blue domes.




click to enlarge

Last edited by txesmi; 10/22/13 10:20.
Re: What are you working on? [Re: txesmi] #431670
10/22/13 11:09
10/22/13 11:09
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
txesmi@ looks pretty awesome dude, can't wait to see this in action! laugh


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Re: What are you working on? [Re: 3run] #431805
10/24/13 08:04
10/24/13 08:04
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
Created the Face of the Building.
Using 3x 2048 / 1x 1024 Tex for the whole Model. Polycount about 26k tris (not optimized yet). Details still missing!



Feedback?

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] #431806
10/24/13 09:00
10/24/13 09:00
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
The hole looks great!

Re: What are you working on? [Re: txesmi] #431807
10/24/13 09:21
10/24/13 09:21
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
I had a little time again for MapBuilder to make some new example levels for next update, featuring exponential shadowmapping (both for shade-c based, and pssm). I prefer the shade-c based solution because it has self shadow support on alpha textures, and a bit faster, thus some thousands of nice grass models can be placed into a scene.
I decided not to wait for engine update, so hopefully in next week it can be out, and will be followed by some usual stuff like little contribution demos, and after bug reports the game script package will be also updated.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #431812
10/24/13 10:38
10/24/13 10:38
Joined: Dec 2003
Posts: 1,225
germany
gri Offline
Serious User
gri  Offline
Serious User

Joined: Dec 2003
Posts: 1,225
germany
hey sivan,

that are good news.
I cant wait to play around with MapBuiler again.


"Make a great game or kill it early" (Bruce Shelley, Ensemble Studios)
Re: What are you working on? [Re: gri] #431815
10/24/13 11:41
10/24/13 11:41
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
Expert
oliver2s  Offline
Expert

Joined: Aug 2002
Posts: 3,258
Mainz
Working on a line chart, done with draw_line


Re: What are you working on? [Re: oliver2s] #431828
10/24/13 13:22
10/24/13 13:22
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline

X
rayp  Offline

X

Joined: Jul 2008
Posts: 2,107
Germany
Quote:
The hole looks great!
Indeed nice done rvL_eXile.

@Oliver
Cool. And good looking screen btw.

@txesmi
Somehow great looking.

@sivan
Nice as always
Quote:
I prefer the shade-c based solution because it has self shadow support on alpha textures, and a bit faster, thus some thousands of nice grass models can be placed into a scene.
Once i placed 300 grass models, killed my framerate with shade-c. Guess i did something wrong, when reading your post.


Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
Re: What are you working on? [Re: rayp] #431834
10/24/13 13:56
10/24/13 13:56
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
MapBuilder currently utilizes only the (modified) water effect, and shadowmapping matrix calculations from shade-c (shaders are totally rewritten), everything else is removed. the new exponential shadowmapping is simply better and faster than the old variance shadowmapping.

in fullscreen I can get now over 30 fps, positioning the camera as seen above (maybe triple buffering, or using shader model 3.0, or loading the level from wmb - except grass - boosted it, I don't know), using 10000 grass models animated (using only ambient, but the shader enables using diffuse, specular and emissive too), with self shadows, without shadow cast by grass. I'm now satisfied with it laugh later I will make a demo of this shadowmapping separated from MapBuilder.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #431841
10/24/13 18:26
10/24/13 18:26
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
Expert
oliver2s  Offline
Expert

Joined: Aug 2002
Posts: 3,258
Mainz
The line chart I worked on is finished. Now my work task for today is done laugh


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