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Re: What are you working on? [Re: Harry Potter] #436576
01/29/14 08:23
01/29/14 08:23
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
Expert
oliver2s  Offline
Expert

Joined: Aug 2002
Posts: 3,258
Mainz
@Sebastian: thanks for you opinion.

@Slin: the LOD movement is indeed bad at the moment. It's hard to make them move better, because they have only 8 vertices and they are clustered. The trees and grass models you be bought on Dexsoft Games. My graphics card are a Mobility Radeon HD 5450. The last AAA game I played with this was Fable 3 and I could only play if I set all graphical effects to Low. The grass is only visible in a range of 100 metres. It's the shadow that kills the fps and even all other Shade-C effects I've activated (SSAO medium, Antialiasing, DoF, HDR).

@Harry: the movement is basically really like a metronome, it's based on the 3DGS default tree shader. I have to implement some random wind speed and direction variable.

Re: What are you working on? [Re: oliver2s] #436578
01/29/14 09:08
01/29/14 09:08
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
@oliver: in a GPU Gems there is an article about vegetation vertex animation. maybe in part 3, which can be read on NVidia site (but no source code as I remember). basically your scene looks very good for me, only some tweaking needed already mentioned above.

Edit: the gpu gems stuff is fine for small oscillations of leaves, and looks fine when combining with the original 3dgs wind oscillation. just implemented (not all features of course).

Last edited by sivan; 01/29/14 13:37.

Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #436610
01/29/14 19:14
01/29/14 19:14
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
started to create some low poly Ivy. First Shot:



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] #436640
01/30/14 13:26
01/30/14 13:26
Joined: Aug 2008
Posts: 394
Germany
Benni003 Offline
Senior Member
Benni003  Offline
Senior Member

Joined: Aug 2008
Posts: 394
Germany
Here is one screen of my current game that shows a path and two palmtrees.
The left one is the previous version without shadowmap. The second one is with shadowmap laugh


Last edited by Benni003; 01/30/14 13:26.
Re: What are you working on? [Re: Benni003] #436641
01/30/14 13:42
01/30/14 13:42
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
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oliver2s  Offline
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Joined: Aug 2002
Posts: 3,258
Mainz
@Sebastian: the poly count seems to be ok. The texture could be in higher resolution. And maybe you could post a screenshot with normal mapping and shadows applied?

@Benni: the new palm tree looks definitely better. The border between the grass and the path looks too hard, there's no transition.

Re: What are you working on? [Re: oliver2s] #436646
01/30/14 16:27
01/30/14 16:27
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
HEy Oliver, thanks for your Feedback.
The Texture resolution is 2530*889 px grin i know, not really a power of 2 tongue
Just added the ivy directly from GIMP to see some results in Blender, to get a better feeling for the leaf "density".
The lack of Detail in the Texture should be come from the mipmapping / bad alpha clipping in Blender itself.

If ive made some more Models for the whole environment, i would create an "ingame" scene with Normal mapping / shadows and all the fanciest shader stuff grin

Thanks
Sebastian

#EDIT:
one of the two branches:


( i like the jpeg artifacts grin )

Last edited by rvL_eXile; 01/30/14 16:37.

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] #436748
02/01/14 02:46
02/01/14 02:46
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
EDIT:
Asked Slin if he could render some nice images in Rayne... so here it is:










Last edited by rvL_eXile; 02/01/14 04:50.

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] #436763
02/01/14 16:42
02/01/14 16:42
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
Nice shots! But it looks to me as if the normalmapping on the first and the last shot on the bricks is not correct. I believe on the first image, the handedness is wrong, the normal is pointing into the wrong direction. Do you evaluate the handedness due to inverted UV coordinates?

Re: What are you working on? [Re: HeelX] #436766
02/01/14 18:02
02/01/14 18:02
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
Expert
Kartoffel  Offline
Expert

Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
I tried to write an efficient ssao shader, but it ended up as an overkill ^^'

(1080p, 24 samples per pixel, 4x supersampled)


POTATO-MAN saves the day! - Random
Re: What are you working on? [Re: Kartoffel] #436768
02/01/14 18:51
02/01/14 18:51
Joined: Aug 2008
Posts: 394
Germany
Benni003 Offline
Senior Member
Benni003  Offline
Senior Member

Joined: Aug 2008
Posts: 394
Germany
@Kartoffel: It looks awesome !!! laugh

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