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Re:Decals [Re: Scorpion] #96819
01/31/07 18:02
01/31/07 18:02
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
decals ask , have been asked for more than one or two years !
nothing , even some games on N64 have decals mapping around corners

perhaps using texture projection instead with shaders is more efficient and more fast ?

But yes this feature is really needed , for things like shadows of palm trees
or fake shadows to optimise levels

Re:Decals [Re: Scorpion] #96820
01/31/07 18:12
01/31/07 18:12
Joined: Feb 2003
Posts: 195
slacker Offline
Member
slacker  Offline
Member

Joined: Feb 2003
Posts: 195
I have been out of GS for a while - what is it the bright or flare flag that does an additive blend mode?

if so it seems like you could use this for lighting effects. If you could animate the coords, you could do swaying lights, rotating alarms - that kind of thing?

Re:Decals [Re: slacker] #96821
02/02/07 17:49
02/02/07 17:49
Joined: Apr 2004
Posts: 320
TheGameMaker Offline
Senior Member
TheGameMaker  Offline
Senior Member

Joined: Apr 2004
Posts: 320
well, i would vote for dectals as well!!

Re:Decals [Re: TheGameMaker] #96822
02/03/07 07:06
02/03/07 07:06
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

What about "Cascaded Shadow Maps" for soft shadows, been reading on the net that its "offer the best performance/quality trade off"


Re:Decals [Re: MaxF] #96823
02/04/07 12:47
02/04/07 12:47
Joined: May 2004
Posts: 164
Germany
D
DARKLORD Offline
Member
DARKLORD  Offline
Member
D

Joined: May 2004
Posts: 164
Germany
I also vote for decals

Last edited by DARKLORD; 02/04/07 13:48.
Re: What's next? [Re: jcl] #96824
02/16/07 11:30
02/16/07 11:30
Joined: Sep 2003
Posts: 265
Coupeville,Wa,USA
Y
Yu_Une Offline
Member
Yu_Une  Offline
Member
Y

Joined: Sep 2003
Posts: 265
Coupeville,Wa,USA
Something which can handle an imported pic from world machine.


Windows Vista Ultimate
AMD Phonomn III X2
Biostar T series TA790GX A3+
AMD Radeon HD 4830 in SLI mode
8Gb DDR2 ram

3D Game Studio Commercial upgrade Edition 6.60

Never give up on your dreams.
Re: What's next? [Re: Yu_Une] #96825
02/20/07 20:22
02/20/07 20:22
Joined: Feb 2007
Posts: 6
Trunks Offline
Newbie
Trunks  Offline
Newbie

Joined: Feb 2007
Posts: 6
My vote is for decals

Re: What's next? [Re: Yu_Une] #96826
02/20/07 20:27
02/20/07 20:27
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
Quote:

Something which can handle an imported pic from world machine.




What is this..

Re: What's next? [Re: ventilator] #96827
02/21/07 16:36
02/21/07 16:36
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
Serious User
JetpackMonkey  Offline
Serious User

Joined: Nov 2003
Posts: 1,659
San Francisco
Quote:

once 3dgs flawlessly supports arbitrary level geometry




Hey! Cool ventilator, I think I understand what you mean, but to be sure-- can you esplain what is arbitrary level geometry? Like levels with scene management´? (er ABT-Octrees, eg something better than BSP?)

A feature I would love to see is lightmapping on levels made entirely of MDL files.. or some way to turn those levels into the ABT format with all the different texture mappings intact... not having lightmaps on my mdl levels are kind of a bummer, and instead I either have to bake them in or use dynamic lights.

Re: What's next? [Re: JetpackMonkey] #96828
02/21/07 17:00
02/21/07 17:00
Joined: Aug 2005
Posts: 1,012
germany, dresden
ulf Offline
Serious User
ulf  Offline
Serious User

Joined: Aug 2005
Posts: 1,012
germany, dresden
i cant understand why so many people want to see a softshadow next... template games will not look better with softshader or bloom. i would rather see any real improvement in the engine than anything that can be scripted with c or put in as shader already.

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