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7 registered members (fairtrader, Quad, miwok, Martin_HH, AndrewAMD, alibaba, dpn),
581
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Key:
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Re: What are you working on?
[Re: JoGa]
#387941
11/25/11 21:25
11/25/11 21:25
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Joined: Nov 2010
Posts: 125 Germany
chrisp1
Member
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Member
Joined: Nov 2010
Posts: 125
Germany
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draw a bit with gimp for my inventory (the big panel in the middle) it's the second try and not finished over all - "working on". But what do you think? Too dreary or okay? (my Dyschromatopsie don't allow to see all colours, so some Tips if it fits woud be great  ) I like it 
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Re: What are you working on?
[Re: chrisp1]
#387944
11/25/11 23:09
11/25/11 23:09
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Joined: Apr 2008
Posts: 2,488
ratchet
OP
Expert
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OP
Expert
Joined: Apr 2008
Posts: 2,488
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@memoli : Terrain textures and rocks are great even if you baught them or not  ! For the lightening, it's a bit too strong, you could lower it a bit perhaps ? --------------- Back to the cartoon oldier work :   I'll try pure hand painted texture based on actual normal map to see how it can look at final !
Last edited by ratchet; 11/25/11 23:12.
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Re: What are you working on?
[Re: Rondidon]
#387965
11/26/11 15:16
11/26/11 15:16
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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Can someone point me to the pictures from Harry? cant find them o.O
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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Re: What are you working on?
[Re: Rackscha]
#387967
11/26/11 15:30
11/26/11 15:30
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Joined: May 2009
Posts: 5,367 Caucasus
3run
Senior Expert
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Senior Expert
Joined: May 2009
Posts: 5,367
Caucasus
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Here you go, not the best he'd made probably, but awesome: In my project (Pax et Bellum) I use thousands of grass models with alpha channel. And I have no problem with the frame rate, because I use mipmaps and LOD. Your grass has an alphachannel and it does not write into the depthbuffer, which means that every pixel is rendered for every grass plane every frame. And those are blended together, which means that the previous colour has to be read and mixed with the new one for every grass plane. That's right. But if you use mipmaps, only the smaller mipmap must be rendered when an object is far away. Rendering/blending is much faster then. In my game I use very detailed textures (8192 x 8192 pixels). To render them as fast as possible, I use DDS textures with 9(!) Mipmaps. Here you can see a screenshot of my game with thousands of grass models (all with alpha channel). The frame rate is higher than 60 FPS even though the level is not finished and optimized now (the grass models in this test level are old models with only 4 Mipmaps, and I use no LOD). (click here to see the original size of the screenshot) I hope that Harry won't get angry that I've posted this here, if so I could remove this.
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Re: What are you working on?
[Re: memoli]
#387993
11/26/11 18:18
11/26/11 18:18
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Joined: Oct 2007
Posts: 5,209 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,209
İstanbul, Turkey
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looks awesome, except for the shadows of the transparent objects. keep it up!
3333333333
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