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Re: What are you working on? [Re: Dico] #454321
09/04/15 09:04
09/04/15 09:04
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
apparently I need too much information on-screen grin

with debug shader showing clusters:

without debug shader:


but at least no major issues, better behaviour for the price of worse performance, allowing lower unit quantity. so now a bit different game-play is planned...


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #454365
09/06/15 12:06
09/06/15 12:06
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

Last edited by rvL_eXile; 09/06/15 18:37.

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] #454376
09/07/15 00:58
09/07/15 00:58
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
That speed modeling video is pretty cool and interesting!

Had an idea for a technique on the river in Canada yesterday to display mountains full of trees like I see them here every day. The idea is to only transfer basic data to the graphics card (a 32x32 RGB texture in the following example and a simple mountain mesh) and use that to create and render a bunch of (what I call) virtual sprites. Runs on almost 300fps on my laptop, depending on how much area of the screen is covered with trees. Maybe that technique could be extended to render fur but that will get more complicated and slower, and right now it's still full of bugs too.



"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: What are you working on? [Re: Superku] #454377
09/07/15 01:06
09/07/15 01:06

M
Malice
Unregistered
Malice
Unregistered
M



Awesome last 3 post, and here I was just listening to some fool tell me how usual this engine is.

to be fair rvl's post is not engine spec, but still a awesome use of this community.

Re: What are you working on? [Re: ] #454385
09/07/15 11:45
09/07/15 11:45
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
@rvL_eXile
Cool work, as always laugh
but your texture colors are so unsaturated...

Re: What are you working on? [Re: txesmi] #454389
09/07/15 15:45
09/07/15 15:45
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
Thx for the Feedback guys laugh
@Superku and Anyone else... Interested in some more Speed Art?
But only with smaller assets, cuz one fully modeled / textured Building with anything on it will be to time consuming tongue

@txesmi
Quote:
but your texture colors are so unsaturated...

For one only Reason...
I Like it grin
I dont like this Colorfull rainbow tasty happiness lucky... Style.
I like more the:
Darker Abandoned Dirty used... Style laugh

@Malice
Quote:
to be fair rvl's post is not engine spec, but still a awesome use of this community.

Thanks Malice for these kind of Words laugh
Youre Right, all images ive shown so far are made Directly out of Blender, without any Lighting / Shaders or what else laugh





One more Image, Just to show the Modeling(Solid).


(Yeah ive created the Frontdoor, but the Texture is not finished yet tongue )

EDIT:
ive already noticed that the door is to broad... Changed it tongue

So Far:
Tris: ~15.000
Textures Used: many, havent optimized it yet grin

Hope u Like it wink

Regards Sebastian

Last edited by rvL_eXile; 09/07/15 15:55.

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] #454394
09/07/15 16:55
09/07/15 16:55
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
Originally Posted By: rvL_eXile
For one only Reason...
I Like it grin

I was sure of that wink

Re: What are you working on? [Re: txesmi] #454400
09/07/15 18:46
09/07/15 18:46
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
Update: A wild Door appears.... *Pokemonbattlemusicplaying*



Like or Dislike or Suggestions? tongue

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] #454414
09/08/15 02:11
09/08/15 02:11
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
@Superku: That's really cool! I'd love to see an explanation of how it works!


Formerly known as JulzMighty.
I made KarBOOM!
Re: What are you working on? [Re: JibbSmart] #454415
09/08/15 03:04
09/08/15 03:04
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
@rvL_eXile: Looking good but something about the glass area bugs me a little. Maybe it's the broken glass itself (maybe less detail/ "bumps" could look more natural) or that someone with a house like that would not spend that much time on cutting out perfectly fitting wooden parts to replace those 2 windows. But that's being overly picky.

@JibbSmart: Thanks! I use the pixel's world pos of the simple tree mesh (which is a z-extruded copy of the mountain mesh) and read the mountain height from a 32x32 bmap (without filtering, resulting in 32x32 trees). The idea now is to create a "virtual sprite" facing the camera (which is just a position and an x(y)z normal (DX coordinates), calculate the intersection with the (worldPos-vecViewPos) directional vector and tex2D a "clamp"-tree-texture (the next step is to use a tree texture atlas for variation and clamp and shift the Tex coordinates manually).


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
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