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Re: What are you working on? [Re: lostzac] #417706
02/15/13 21:40
02/15/13 21:40
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Budapest
...added some decal shadow images to the tree models, created from model views, not too bad:



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Re: What are you working on? [Re: sivan] #417715
02/16/13 10:22
02/16/13 10:22
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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Joined: Jul 2001
Posts: 6,904
That is a good idea. Looks good.

Re: What are you working on? [Re: HeelX] #417730
02/16/13 17:33
02/16/13 17:33
Joined: Dec 2003
Posts: 1,225
germany
gri Offline
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Happy Birthday gri  Offline
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germany
is there a possibility to avoid particelrecycling when we use such a solution and have heavy particleload for other things ?

The shadow-decals would gettn removed if max_particles limit got reached.


would be nice if we could define 2 types of particles.....one for the normal stuff like explosions or weathereffects, recycled like now.

And besides of that the decals like shadows, stay'n until removed outside of the recycling.


"Make a great game or kill it early" (Bruce Shelley, Ensemble Studios)
Re: What are you working on? [Re: gri] #417733
02/16/13 17:52
02/16/13 17:52
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
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Uhrwerk  Offline
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Just set max_particles high enough and you're good to go.


Always learn from history, to be sure you make the same mistakes again...
Re: What are you working on? [Re: Uhrwerk] #417740
02/16/13 19:05
02/16/13 19:05
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Very old idea laugh
unreal projectors

Re: What are you working on? [Re: Uhrwerk] #417741
02/16/13 19:15
02/16/13 19:15
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Budapest
vegetation requires max. a few thousands particles, so you have enough for rain and snow, and for some other special effects. but it is only one option, alternatively, if the vegetation is not destructible, a lightmap can be generated, but it needs time and a large texture.

these are the 2 solutions for free/extra, you have pssm shadows in commercial or above, what can be also used with good performance if everything designed and set correctly (I "hacked" shadows.c a bit for better fps, what I'll include in the script package after a few weeks of my editor update, but it will require an engine fix to really work as I want)


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Re: What are you working on? [Re: sivan] #417760
02/16/13 21:33
02/16/13 21:33
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Just use prerendered texture projection for trees, simple , effective and very light power consumming compared to real shadows.

Re: What are you working on? [Re: gri] #417761
02/16/13 21:40
02/16/13 21:40
Joined: Oct 2008
Posts: 513
Carlos3DGS Offline
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Posts: 513
Mabe controlling your particle's duration "manually" might be an option... By setting your particle "lifespan" dependant on "max_particles-x" to make some of the new particles dissapear instantly before getting dangerousñy close to the limit. That way you could keep the shadow particles safe by removing the oldest "effect particles" before reaching the limit.


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Re: What are you working on? [Re: Carlos3DGS] #417766
02/16/13 23:02
02/16/13 23:02
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Budapest
yes, decal shadows are fast for non-moving entities, but I found it slow in case of lot of moving ones. I mean entity.shadow, if shadow_stencil is 1 or 2, their only drawback is the disappearing on terrain chunk borders.
ent_decal-s have no such an error on chunk borders, and can be used beside pssm shadows, but they are much slower...
I just made a sample level with 3 different shadow systems, and imo it can be not ugly sometimes to use decal shadows, 3dgs free can do this smoothly over 50fps (more exciting than simple pssm shadows but if examined carefully shadows are added and can be unnatural):

Last edited by sivan; 02/16/13 23:06.

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Re: What are you working on? [Re: sivan] #417771
02/17/13 11:47
02/17/13 11:47
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
I'm finished with HeelX's shader so far:


( And I was able to implement Antialiasing grin )

What do you think about it?
Any improvements / suggestions?


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