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Re: What are you working on? [Re: Stansmedia] #442623
06/27/14 05:32
06/27/14 05:32
Joined: Mar 2003
Posts: 1,524
Canada
Stansmedia Offline
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Stansmedia  Offline
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Posts: 1,524
Canada
I updated the hair, made her less shiny. Also took a high resolution shot of the tunnel through hell. I gotta stop dicking around tweaking things and actually focus on the game.

http://i.imgur.com/iWmtBH3.jpg
http://i.imgur.com/OTyxGAp.jpg


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Re: What are you working on? [Re: Stansmedia] #442628
06/27/14 10:19
06/27/14 10:19
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline
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Reconnoiter  Offline
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Netherlands
I think it would be nice if we could see her eyes, on the 2nd pic she looks like a mad emo. Oh and she is one of the key characters in the game right?, so she deserves some love grin.

To answer your other question, I personally think while eyes would be the best (most creepy, ghostly). Fully black eyes could maybe also look great though if there is enough light wink.

Re: What are you working on? [Re: Reconnoiter] #442635
06/27/14 17:54
06/27/14 17:54
Joined: Mar 2003
Posts: 1,524
Canada
Stansmedia Offline
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Canada
The hair is slightly emo, but i can't get it to that flippy thing. tongue I tried to make it look wet, and honestly I think having the eyes covered from the part in the bangs really adds to the whole don't look at her thing. I tried raiden style glowing white eyes, it was far too raiden...ey. Black eyes, look a little alien. I think i'm going to stick with the milky-greyish white. Really screams "im dead". I also just programmed a "page reading" thing, when you find pages you can hold em up to read holding F.


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Re: What are you working on? [Re: Stansmedia] #442656
06/28/14 09:29
06/28/14 09:29
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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I've just implemented a (hexagonal) DOF effect into our game laugh :


(as always, click to view in full resolution, you can't really see the effect in the downscaled picture)

It produces some artifacts, esp. with forward rendering, but the result is not bad in my opinion.
It's going to be an optional effect (some ppl don't like it...)

These are by the way our max settings, I think it's good enough.
The only thing that is still missing is shadowmapping for the sun - but in that shot it's not needed.


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Re: What are you working on? [Re: Kartoffel] #442657
06/28/14 09:39
06/28/14 09:39
Joined: Nov 2008
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the_clown Offline
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Looks great, Kartoffel.

Re: What are you working on? [Re: the_clown] #442658
06/28/14 09:46
06/28/14 09:46
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Kiel (Germany)
Indeed it looks fantastic (the whole shot)! I'm normally an enemy of DoF because it is either badly implemented or does not have any right to exist at all in that game (because it limits gameplay and visibility, esp. in 1st person games) but here I would definitely want to keep it activated.
Only the red health bar looks pretty cheap and the ring around the ship (forcefield?) looks a little lackluster, too.

@Stansmedia: The bone tunnel looks pretty cool, esp. the first shot, I like it.


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Re: What are you working on? [Re: Superku] #442660
06/28/14 10:04
06/28/14 10:04
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Bavaria, Germany
Thank you very much! laugh

@Superku:
Some time ago I already wanted to implement DoF but I thought it wouldn't look good. However, I saw it
some weeks ago being used in a side-scrolling game and I'm glad that I've changed my opinion.
It doesn't look bad and might even help you to focus more on the important part: your ship and the
enemies... so it doesn't really distract you like in a lot of first person games which use DoF (like you've said).

The ring around the ship is actually animated but still very simple, yes (maybe we'll make something more detailed in the future).
About the gui: This is even older than that 'ring'
(...as you can see in this ancient screenshot) grin

I'm sure it's going to change, but thanks for pointing that out laugh

Last edited by Kartoffel; 06/28/14 10:25. Reason: typos

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Re: What are you working on? [Re: Kartoffel] #442661
06/28/14 10:24
06/28/14 10:24
Joined: Dec 2002
Posts: 3,363
Vindobona (Ostarichi)
Harry Potter Offline
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Harry Potter  Offline
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Vindobona (Ostarichi)
Originally Posted By: Kartoffel
I've just implemented a (hexagonal) DOF effect into our game laugh :


(as always, click to view in full resolution, you can't really see the effect in the downscaled picture)

The DOF effect looks good.
The only thing, I do not like in this scene, are the bright lights in the background. They do not look blurry enough.
The border of the lights in the foreground (left side of the screenshot) looks much smoother than these bright lights in the center of the screenshot.

Re: What are you working on? [Re: Harry Potter] #442663
06/28/14 10:31
06/28/14 10:31
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Bavaria, Germany
@Harry Potter
I'm not sure confused what do you mean?
The hexagonal blur causes hard edges, but that's exactly what it should do...


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Re: What are you working on? [Re: Kartoffel] #442665
06/28/14 11:15
06/28/14 11:15
Joined: Dec 2002
Posts: 3,363
Vindobona (Ostarichi)
Harry Potter Offline
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Originally Posted By: Kartoffel
@Harry Potter
I'm not sure confused what do you mean?
The hexagonal blur causes hard edges, but that's exactly what it should do...
I think it's not a problem of the DOF shader. It's more a problem of the level design (maybe caused by different resolutions of the light textures/sprites?! Or maybe an additional blur shader is used for the lights number 1, and is not used for the light number 2?!).


The problem is, that the light on picture number 1 looks more blurry than the light on picture number 2.
But the light on picture number 2 is far away, and should be as blurry as the lights on picture number 3 and 4.

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