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Re: What are you working on? [Re: ratchet] #478287
09/28/19 15:57
09/28/19 15:57
Joined: Jun 2007
Posts: 1,270
Hiporope and its pain
txesmi Offline
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txesmi  Offline
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Joined: Jun 2007
Posts: 1,270
Hiporope and its pain
Thank you for the kind words laugh

I'm also impressed with how well it's going. I draw two different things two different days and they fit for the first time in my life! Unbelievable.

Re: What are you working on? [Re: txesmi] #478311
09/30/19 07:23
09/30/19 07:23
Joined: Jul 2007
Posts: 539
Turkey, izmir
Emre Offline
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Emre  Offline
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Joined: Jul 2007
Posts: 539
Turkey, izmir
Thanks to txesmi, i finally managed to add a painting option to my desktop/wallpaper program. Hurray! laugh

[Linked Image]

Clik for full video

Re: What are you working on? [Re: ratchet] #478417
10/17/19 07:00
10/17/19 07:00
Joined: Jun 2007
Posts: 1,270
Hiporope and its pain
txesmi Offline
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txesmi  Offline
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Joined: Jun 2007
Posts: 1,270
Hiporope and its pain
[Linked Image]

Re: What are you working on? [Re: txesmi] #478492
10/28/19 13:31
10/28/19 13:31
Joined: Jun 2007
Posts: 1,270
Hiporope and its pain
txesmi Offline
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txesmi  Offline
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Joined: Jun 2007
Posts: 1,270
Hiporope and its pain
procedurally animated tiny 2d characters: a lolita and a rugby player.
[Linked Image]

crowd: 8 shapes x 16 textures
[Linked Image]

Complete table of latin glyphs and general punctuation plus some miscellaneous glyphs
[Linked Image]

Last edited by txesmi; 11/06/19 12:52.
Re: What are you working on? [Re: ratchet] #478560
11/08/19 23:13
11/08/19 23:13
Joined: Apr 2002
Posts: 1,227
ny
jumpman Offline
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jumpman  Offline
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Joined: Apr 2002
Posts: 1,227
ny
Hi everyone, just wanted to show my A8 gamestudio environment work, The Valley. I made all the textures, models, animations, shaders (with help from Txesmi and Superku) , level design and music. I spent a long time on the framework, and only a few months putting the level together. Its mainly for my art portfolio, I'm actively looking for anything game art related. Take a look and let me know what you think.

There is alot going on under the hood, and I dont want to make a big wall of text but ill list some things that I've achieved through trial and error and help from this forum.


- trees and foliage have vertex sway through shader
- object dithering to simulate a brute force fade away on distance to camera, so that objects in the solid pass can stipple away when far away
- soft shadows that fade in the distance
- Transparent/translucent water with distortion, foam mapping, wave strength, planar reflections
- The Hero shader: Diffuse shading, normal mapping, specular (specular tightness as well), Rim lighting, fake subsurface scattering, baked AO which intensifies in shadow, translucency and self translucency, blurry/sharp transulency, jiggle vertices using spring particles (hair, clothing, not a full cloth simulation though). The hero shader can also do Colored self shadow on translucent parts!
- terrain shader with up to 8 textures, each texture can have a normal map for normal map shading, and a specular using the normal maps Alpha
- Emulated particles that can cast shadows (hard) and receive shadows
- Post processing, pixelation, broken glass, and even my own brute force AO (looks kinda terrible, but was fun)


Just wanted to thank all of you active developers here that helped me, and helped keep this forum alive. Thanks for taking care of me for this long, and I'm always amazed at the great work you all make here.

[video:youtube]https://youtu.be/8qtPu7-JLjU[/video]


Last edited by jumpman; 11/08/19 23:36.
Re: What are you working on? [Re: jumpman] #478588
11/12/19 00:39
11/12/19 00:39
Joined: Nov 2005
Posts: 202
Bavaria
HellThunder Offline
Member
HellThunder  Offline
Member

Joined: Nov 2005
Posts: 202
Bavaria
@txesmi
Your 2D progress with 3D Gamestudio is amazing. Do you plan to create a game with your reached progress?
@Jumpman.
Great progress.The light and shadows play seems flawlessly. The models seem great. For more details of your terrain you could use separated models or terrains for mountain gradients. Helped me a lot.
Personally I think some particle fog would be a great improvement for the whole scenario.
As I said. Great progress so far - both of you. =)


And here a small video of my JRPG Engine, created with 3D Gamestudio. This techdemo was created to test functionalities and eliminate bugs. No single line of code was used. There a still some ugly memory issues. But time will fix it. (;

A new feature is Emres ocean shader, which can be used within the c# tool now
[Linked Image]


PS. Please don't mention the bad english tongue

Last edited by HellThunder; 11/12/19 00:41.
Re: What are you working on? [Re: ratchet] #478600
11/13/19 09:01
11/13/19 09:01
Joined: Jun 2007
Posts: 1,270
Hiporope and its pain
txesmi Offline
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txesmi  Offline
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Joined: Jun 2007
Posts: 1,270
Hiporope and its pain
@Jumpman
That looks much better than last screenshots. I specially liked the water-work and the golden parts of the logo. For a portfolio completion, I would miss some LOD work as the essential piece of level design it is. I totally agree with HellThunder about the ambient particles.

@HellThunder
Thank you. Yes, there is a game always behind laugh Some sort of production/city manager. But for now, I am working on an editor that would let me test different setups easily.

Re: What are you working on? [Re: jumpman] #478605
11/13/19 16:55
11/13/19 16:55
Joined: Feb 2005
Posts: 31
Germany
Jerome8911 Offline
Newbie
Jerome8911  Offline
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Joined: Feb 2005
Posts: 31
Germany
@Jumpman: I like the stylized graphics of your showcase and your shaders compliment this style perfectly.
Edit: How do you blend 8 textures for your terrain? Do you use multiple passes?

@HellThunder: As a fan of the RPG Maker I like your project. How much „content“ (models, textures, sounds ,...) will you ship with the YRPG Toolkit?

Last edited by Jerome8911; 11/14/19 04:53.
Re: What are you working on? [Re: Jerome8911] #478613
11/14/19 16:17
11/14/19 16:17
Joined: Apr 2002
Posts: 1,227
ny
jumpman Offline
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jumpman  Offline
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Joined: Apr 2002
Posts: 1,227
ny
Thank you for your kind words friends.

@Jerome8911
Gamestudio by default can only send about 4 internal entity textures to be read by the shader. However Dx9 has the ability to read more than 4 textures/samplers. Superku let me know of a material event function that will allow you the ability to send more internal entity textures to the shader, as long as you keep the same names within the shader:

Code

#include <d3d9.h>  //include this at the beginning of your script to use the LPD3DXEFFECT function from the d3d graphics library

...

function mtl_event_terrain()  //----------------------- the terrains material event
{  

 	LPD3DXEFFECT _fx = mtl->d3deffect;   /// use this new function to grab the correct skin

	BMAP* doot5 = ent_getskin(me,5);     ///get the bmap pointer of the entity's 5th skin

	//------------------------------ent skin 5!

	if(doot5!=NULL)  //------------- If the entity's 5th skin is not NULL

	{

	_fx->SetTexture("entTex5",doot5->d3dtex);  // force the texture sampler to be the bmap of the entitys 5th skin!

	}

}






Now in your shader, as long as you use the same exact name, you can sample this 5th texture!

Code
texture entTex5;                              //---------------------- SKIN 5  --- 
sampler normal_1 = sampler_state 
{ 
Texture = <entTex5>; 
//Filter = POINT;
AddressU  = WRAP;
AddressV  = WRAP;

 MipFilter = Linear;  
	  MinFilter = Linear;  
	  MagFilter = Linear; 


};

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