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Re: What's next? [Re: Nowherebrain] #96779
11/14/06 23:38
11/14/06 23:38
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline
Expert
mpdeveloper_B  Offline
Expert

Joined: Feb 2006
Posts: 2,185
i voted for soft shadow editor, because i believe shadows should be customizable by default, and to me it seemed the best choice


- aka Manslayer101
Re: What's next? [Re: mpdeveloper_B] #96780
11/15/06 00:50
11/15/06 00:50
Joined: Jul 2002
Posts: 1,364
Minbar
M
MaxF Offline
Serious User
MaxF  Offline
Serious User
M

Joined: Jul 2002
Posts: 1,364
Minbar
Quote:

I would like to see gamestudio integrate into blender and MED get disposed of.




I would not want GS integrated into blender, just to add FBX file import/export to WEB/MED which is in development.


Last edited by MaxF; 11/15/06 00:50.

Re: What's next? [Re: Nowherebrain] #96781
11/15/06 01:56
11/15/06 01:56
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Quote:

I would like to see gamestudio integrate into blender and MED get disposed of.




Eeeck! Heck no, hehehehe, please don't even consider that. Blender is awful for those who can't stand reading manuals and a big bunch of tutorials. The forum would be flooded with blender questions, besides if you like you can make games with blender too..

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: What's next? [Re: PHeMoX] #96782
11/15/06 02:03
11/15/06 02:03
Joined: Aug 2005
Posts: 336
Connecticut
Galen Offline
Senior Member
Galen  Offline
Senior Member

Joined: Aug 2005
Posts: 336
Connecticut
I'd *love* to see an import from Blender that would retain materials, not just textures (there's an exporter plug-in now for Blender to MDL7, which just retains textures). Sure, Blender has a bit of a learning curve...at first, but once you get the hang of it it's actually pretty fun to use. I won't lie and say that I'm an ace who knows everything about Blender, but what I've used so far--namely the modeling and texture applications, is fairly easy. If 3DGS could import with materials too, then I'd take the time to use them in Blender, instead of and/or in addition to textures.

My 2 cents.

Re: What's next? [Re: Galen] #96783
11/15/06 07:21
11/15/06 07:21
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
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Nowherebrain  Offline
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Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
I don't mean get rid of WED, just enable lite-c/c-script(there is a text editor in blender) and a call to the Achnex engine frome within blender, besides I only use MED(I'm not the only one)to manage skins and frames..everything else is done in either max,lightwave,trueSpace, and since the mdl exporter...blender. blender also has great uv mapping and texture painting. though ditching med altogether could handicap/alienate some users.


Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
Re: What's next? [Re: Nowherebrain] #96784
11/15/06 11:01
11/15/06 11:01
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
once 3dgs flawlessly supports arbitrary level geometry i will do a blender (and probably also modo) scene exporter (with support for setting skills, scripts, lights, automatic recognition of instanced models, directly calling the map compiler and the engine,...).

i also will work on material support once i have more time again. i don't know yet how it will work. maybe there just will be some default shaders which will use the available maps and settings of blender's materials. or a shader network to hlsl translator but i guess this would be quite tricky.

Re: What's next? [Re: ventilator] #96785
11/15/06 11:15
11/15/06 11:15
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
Sounds very interesting ventilator. I really support this ideas and if I can help you with models and textures then just contact me.

Material support is interesting but currently not needed. Maybe it makes sense in the future with new procedural shaders. But even in a rendering application a procedural shader is much slower than a texture with uv-map.

So my advice to all gamestudio users is to use textures with uv-maps instead. It looks better is more flexible and will be the standard for a long time.

Materials are an easy way in an application but look not very realistic in a game.


Models, Textures and Games from Dexsoft
Re: What's next? [Re: Machinery_Frank] #96786
11/15/06 11:39
11/15/06 11:39
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
i don't mean procedural textures (though probably they will become more and more useful for realtime too).

currently my exporter only cares for color maps which got assigned in blender's uv-editor. it would be nice if it could also recognize bump maps, specular maps,... and other settings in blender's materials and then automatically choose and set up the right shader template for exporting.

ok, in case i need some test models i will contact you.

Re: What's next? [Re: ventilator] #96787
11/15/06 11:57
11/15/06 11:57
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
Wow. That sounds great. A more clean pipeline for normal or parallax mapping could make much fun.

Your welcome. Just pick a few textures up from our sci-fi pack. I can even wrap them around a few models but I am sure you can do it yourself in Modo or Blender. They already have normal, specular and height maps.

Frank


Models, Textures and Games from Dexsoft
Re: What's next? [Re: Machinery_Frank] #96788
11/15/06 20:38
11/15/06 20:38
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 JCL and ventilator

web page

This looks good...


Abstract
We present a new method for real-time rendering of shadows in dynamic scenes. Our approach builds on the shadow map algorithm by attaching geometric primitives that we call "smoothies" to the objects' silhouettes. The smoothies give rise to fake shadows that appear qualitatively like soft shadows, without the cost of densely sampling an area light source. The soft shadow edges hide objectionable aliasing artifacts that are noticeable with ordinary shadow maps. Our algorithm computes shadows efficiently in image space and maps well to programmable graphics hardware. We present results from several example scenes rendered in real-time.

and check this out

web page

Last edited by MaxF; 11/15/06 20:50.
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