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Re: What are you working on? [Re: Kartoffel] #432403
11/05/13 21:08
11/05/13 21:08
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

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Originally Posted By: Kartoffel
@sivan
bloom: scene -> highpass -> blur -> combine

I guess you mean bright pass. wink


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Re: What are you working on? [Re: mk_1] #432405
11/05/13 21:36
11/05/13 21:36
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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...yeah, probably laugh
let's just call it 'isolate the bright stuff'


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Re: What are you working on? [Re: Kartoffel] #432426
11/06/13 08:29
11/06/13 08:29
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Budapest
okay, what it does is:
- producing blur depending on a calculated brightness quotient, and a blur strength factor
- then doing brightening/darkening dependig on a treshold value and a brightening factor (applying contrast)
- and then adding some overall brightness/darkness compensation depending on a corresponding factor

now I don't know what name to give it grin


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Re: What are you working on? [Re: sivan] #432706
11/12/13 15:03
11/12/13 15:03
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Budapest
after debugging bmap operations and code reorganization of MapBuilder, a new customizable gui is the target. it will be followed by a new entity modification system, and another camera option. hopefully later the panels/menus can be replaced by something totally different...
a tiny first step:


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Re: What are you working on? [Re: sivan] #432715
11/13/13 05:00
11/13/13 05:00
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Kiel (Germany)
Looks pretty good to me. Only the grass looks a little out of place there. I once got the tip from Iglarion to fade the grass out on the bottom of the sprite/ model, i.e. use an alpha gradient where your grass currently gets darker (don't know if that will work for you as you don't seem to use alpha transparency right now?). Additionally, the ground texture needs to look similar to the grass models(' textures) or vice versa. What you could optionally do is to change the blend map of the terrain (if any) or use vertex colors/ vertex information to blend and change the terrain texture slightly wherever grass is (or buildings and so on).


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Re: What are you working on? [Re: Superku] #432721
11/13/13 09:27
11/13/13 09:27
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Budapest
thanks. I use alphatesting in this case to be a bit faster, and because they need to be set to OVERLAY when a bit under water, because of the refraction view of the water shader.
once I will rework my grassing methods, for example I want to modify their ambient due to terrain lightmap colour, and a procedurall grass mesh generation is also a plan. in this particular case, probably the grass texture should be modified a bit, it is too contrastous. by setting material colours I got very good results easily, but it had some disadvanageous effect when using a day-night cycle.
but currently the gui rework is the first, it goes well laugh


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Re: What are you working on? [Re: sivan] #432835
11/16/13 15:22
11/16/13 15:22
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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reworked the bloom for my small pp-shader pipeline and implemented smaa:
(the first bloom layer is now 5-directional)



(still no idea for a small game... anybody got one?)


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Re: What are you working on? [Re: Kartoffel] #432860
11/18/13 09:10
11/18/13 09:10

M
Malice
Unregistered
Malice
Unregistered
M



Love the bloom cubes they make me think of Tron. So for a game idea what about a simple sidescroller. I like that the Tron world was modifiable at will by the programmer and made of bits that could be disassembled and reassembled into new things. So how about a game where the player can brake things down to bits and reshape the world.


Giff to be removed in a week - took hours to make this crappy art lol

Last edited by Malice; 11/18/13 09:13.
Re: What are you working on? [Re: ] #432881
11/18/13 13:22
11/18/13 13:22
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Budapest
new after-placement object modification added to MapBuilder:

ctrl+click to select a model or map-entity, then possible to move it by gizmo, and fine move by sliders/buttons as before. maybe I will add rotation/scale, but the sliders just work...



moreover, the gui panels have been made to be movable, and their position is saved.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #432936
11/19/13 18:52
11/19/13 18:52
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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@Malice: It's a really nice idea but I'm afraid it's something too hard / complex for me.

@sivan: nice improvements laugh

---

I just made a little antialiasing test.
I used 9x SSAA and a downsample shader which uses the rgb subpixels for more accuracy (something similar to windows clear-type):
Click to reveal..
(click for full size)




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