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Re: What's next? [Re: Matt_Coles] #96759
11/02/06 13:48
11/02/06 13:48
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
All the voters: Do you see the problem of the poll? Most of you say that decal management is their second choice. But nobody votes for them. Since soft shadows have enough votes it could be prudent to vote for the second choice. At the moment even 2d-improvements have more votes than decals.

But anyway, I hope that all features will come more or less.


Models, Textures and Games from Dexsoft
Re: What's next? [Re: Machinery_Frank] #96760
11/02/06 14:25
11/02/06 14:25
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Maybe there should be a new poll with (in particular) "Soft Shadow Shader" and "More Textures & Shadows for Terrain" explained?


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

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Re: What's next? [Re: Superku] #96761
11/02/06 17:19
11/02/06 17:19
Joined: Oct 2006
Posts: 873
S
Shadow969 Offline
User
Shadow969  Offline
User
S

Joined: Oct 2006
Posts: 873
vertex weights because its hard to create realistic organic model animation without it

Re: What's next? [Re: Superku] #96762
11/02/06 23:38
11/02/06 23:38
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
Quote:

Maybe there should be a new poll with (in particular) "Soft Shadow Shader" and "More Textures & Shadows for Terrain" explained?




Soft dynamic shadow shader for models(like Sphere only it comes with 3DGS) and more textures for blending and static shadows for terrain.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: What's next? [Re: Orange Brat] #96763
11/03/06 15:52
11/03/06 15:52
Joined: Jul 2002
Posts: 1,364
Minbar
M
MaxF Offline
Serious User
MaxF  Offline
Serious User
M

Joined: Jul 2002
Posts: 1,364
Minbar
Hi All

Yes I would like "Soft Shadow Shader" for all models, static meshes, terrain, everything..

It would be nice in the GUI if you could control the softness of the shadow.


Re: What's next? [Re: MaxF] #96764
11/04/06 06:44
11/04/06 06:44
Joined: Oct 2004
Posts: 1,655
T
testDummy Offline
Serious User
testDummy  Offline
Serious User
T

Joined: Oct 2004
Posts: 1,655
Well, I see that "Soft Shadow Shader" seems to be winning in the poll. I would have placed that feature last in the list, in fact, that feature probably wouldn't ever be on any of my feature lists. (This bargain PC doesn't even support 'real' shaders and such a feature might be useless for users with similar PC configurations.) Actually, this is expected, I think the majority rarely makes the same choices I would make.

As for all such polls, I assume you are supposed to vote once for each user name you have.

Re: What's next? [Re: testDummy] #96765
11/04/06 10:25
11/04/06 10:25
Joined: Feb 2003
Posts: 264
Michigan,USA
alienheretic Offline
Member
alienheretic  Offline
Member

Joined: Feb 2003
Posts: 264
Michigan,USA
well personally i think adding vertex weights will greatly imporve the quality of models and there animations and that feature will work on all pcs that can run game studio games.

Re: What's next? [Re: alienheretic] #96766
11/04/06 11:54
11/04/06 11:54
Joined: Sep 2003
Posts: 407
inside to my
er_willy Offline
Senior Member
er_willy  Offline
Senior Member

Joined: Sep 2003
Posts: 407
inside to my
vertex weights is at old old old older request losing in night of the times, inclusive when my log was egf, iclusive before the invection to the "eye candy" shaders, incluse, maybe, before the creation to the mainkin, and the internet porn.

I think what the better opcion is create the vertex weight firts, and before put all jcl&co in create a full range the new shadow system, incluide shadows in terrain, soft shadows, and white russian shadows.

Re: What's next? [Re: jcl] #96767
11/04/06 16:48
11/04/06 16:48
Joined: Dec 2001
Posts: 941
England
LoneWolf Offline
Developer
LoneWolf  Offline
Developer

Joined: Dec 2001
Posts: 941
England
I voted for vertex weights as i think this a very important feature that is missing. At the moment we use vertex animation for our models but it creates very large models.

Anything that could improve performance would also be on my list. Gamestudios performance is good but if there was anything that could be done to improve it (i.e Triangle stripping of models / levels, Occlusion tests etc) then i would like to see some experimentation done there.


Wolfpack Software (www.wolfpacksoftware.com) A catalyst in the evolution of games Available for paid work
Re: What's next? [Re: LoneWolf] #96768
11/05/06 01:15
11/05/06 01:15
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
Expert
Joozey  Offline
Expert

Joined: Oct 2004
Posts: 4,134
Netherlands
2D improvements!
Would be neat if gamestudio would support flash animations, gif animations, jpg, more video modes, maybe some more picture file extensions, rotating/sewing/distorting panels, different button system. I think this has a higher priority than any advanced superduper soft shadowing system or the like.

Basics first.


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