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Re: What are you working on?
[Re: Roxas]
#424484
06/17/13 07:26
06/17/13 07:26
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
Expert
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Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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thanks Malice, but terrain is ugly from close distance, I want to use shade-c terrain shader, in a bit different way, currently I find it not the easiest to handle. and soon anybody can do similar things very easily (if you have commercial), I'm just waiting for the engine update to update my editor which includes shade-c water, customized pssm, and in near future I will add some other shade-c features like its own shadowmapping system (it will be selectable, allowing the usage of default 3dgs shaders too). plans for the summer beside a cool pathfinder I'm reworking alongside
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Re: What are you working on?
[Re: Kartoffel]
#425069
06/26/13 07:37
06/26/13 07:37
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
Expert
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Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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by commenting out some lines, I transformed the above mentioned shade-c terrain shaders to work with standard pssm and other shaders without any shade-c stuff (only a simple material setting and one fx file required). not surprisingly, it is faster than our lovely terraintex.fx Probably I'll put it into my editor to be easily manageable, and later will also make a small example project as a contribution. entity skins: 1 base texture + base normal-map + (1 or) 2 rgba blendmaps + (optional) lightmap material skins: 2x4 tiled textures (using 1x4 is a bit faster). they are not quad textures like in shade-c, the 4 textures are merged as a row, that can be easily done by Gimp (make a film without borders).
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Re: What are you working on?
[Re: sivan]
#425072
06/26/13 08:46
06/26/13 08:46
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Joined: May 2009
Posts: 5,370 Caucasus
3run
Senior Expert
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Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
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sivan@ man, sounds awesome does it work with the shade-c 0.91 shadows? btw, any progress with them? Greets
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Re: What are you working on?
[Re: 3run]
#425074
06/26/13 10:06
06/26/13 10:06
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
Expert
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Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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yes, it is the very same I made for shade-c, I just commented out the shadowmapping related parts (I modified the original shade-c terrain shader what I found a bit illogical in connection with its skin arrangement, now it is much more easy to use. and it was too slow because of its high quality features I removed partially, but I made several separate but compatible shaders to enable choosing the desired complexity).
shade-c 0.91 applies variance shadow mapping, its shadow area positioning is okay for 3rd person cameras by default, but I need a very free rts camera, where it behaves very badly. finally I could achieve an acceptable positioning, but in some cases black artifacts appear that can be eliminated if shadow fade-out is not used. moreover it requires further post-processing to get smoooth shadows on terrain (it is very pixelated in some cases on higher terrain slopes), and better shadow edges. but probably it is not so easy, and maybe has a bad effect on performance, so I don't know what I can achieve... currently it is okay for a shooter in a flat world with sharp (but not pixelated) shadow edges.
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