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Re: What are you working on?
[Re: rayp]
#404420
07/08/12 21:09
07/08/12 21:09
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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Thank you very much for your kind words! Why to hell do you want to use Shade-C water when you are able to write your own shaders?! Well... good question . I've got almost no experience with vertex-shaders so I have no idea how to add 3D waves, calculate the reflections but I'll definitely try when I've got more time. Then what is your problem? Don't you wish that the sky is blurred? The stars in the night are a sky-entity and it doesn't look very good if they get blurred... but I'll find a way to fix that When a skybox is rendered in a depth view, it writes the camera clip far value. Good to know. Thank you!
Last edited by Kartoffel; 07/08/12 21:10.
POTATO-MAN saves the day! - Random
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Re: What are you working on?
[Re: Timothy]
#404447
07/09/12 10:27
07/09/12 10:27
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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Looks very atmospheric. Maybe you could tryout the SSAO shader. Should perfectly interact with your atmospheric scene.
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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Re: What are you working on?
[Re: Rackscha]
#404468
07/09/12 17:44
07/09/12 17:44
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Joined: Jan 2002
Posts: 4,225 Germany / Essen
Uhrwerk
Expert
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Expert
Joined: Jan 2002
Posts: 4,225
Germany / Essen
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Indeed atmospheric. Just the ceiling texture looks wrong. You wouldn't epxect dirt "spikes" goint to the center of the floor on it. These spikes build up when liquid runs down the wall. You'd expect spots and stains on the ceiling.
Always learn from history, to be sure you make the same mistakes again...
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Re: What are you working on?
[Re: Uhrwerk]
#404506
07/10/12 06:48
07/10/12 06:48
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Joined: Dec 2003
Posts: 1,225 germany
gri
Serious User
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Serious User
Joined: Dec 2003
Posts: 1,225
germany
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ok two things.
first the light shouldnt spot the ceiling. And the walls should be a little biger than 5 centimeters.
While watching the image I asked myself...what cruel bloody gory nightmarecreatures lurke behind that doors.
Or is it simply a zombiehorde thirsty to the blood of the one who let them out.
"Make a great game or kill it early" (Bruce Shelley, Ensemble Studios)
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Re: What are you working on?
[Re: HeelX]
#404508
07/10/12 07:20
07/10/12 07:20
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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, this lamp would never give light on ceiling. and the ceiling texture could be replaced by a cracked concrete material e.g with some decals of piece of collapsed plasters. and similar dirt could be added to the floor. and wall textures could be also more realistic, if instead of the grey colour, you would choose another mat colour, to show that it was painted a couple of times before, but the layers are worn out, for example by keeping those white traces on that ugly greenish paint used in hospitals formerly, like in the basement of the Technical University of Budapest 10 years ago . and yes, the maintenance crew is definitely concentrating only to floor clearing
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Re: What are you working on?
[Re: sivan]
#404514
07/10/12 12:15
07/10/12 12:15
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Joined: Apr 2007
Posts: 141 Germany
Timothy
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Member
Joined: Apr 2007
Posts: 141
Germany
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First, thanks for your advice! I added HeelX's SSAO. Also the ceiling is not affected by the light anymore and has a different texture now. The floor is not that shiny anymore. bigger resoultion bigger resolution However, I think I have to change the neon lamp models. Also I will add dirt decals for the floor (or fire the maintenance crew).
And the walls should be a little biger than 5 centimeters.
@gri what do you mean ?
if instead of the grey colour, you would choose another
mat colour, to show that it was painted a couple of times before
@sivan I did that before but it looked strange.
Last edited by Timothy; 07/10/12 12:19.
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