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Re: The Disenfranchised... [Re: Orange Brat] #13856
01/12/06 00:22
01/12/06 00:22
Joined: Jul 2001
Posts: 6,904
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HeelX Offline
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HeelX  Offline
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I clicked the URLs from the 1st post, expected that the site is working.. why did you put down your page? We see that you are making progress and your visuals are ready to show off (in the meaning of "non programmers art" ).

Re: The Disenfranchised... [Re: HeelX] #13857
01/12/06 00:31
01/12/06 00:31
Joined: Aug 2000
Posts: 7,490
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Orange Brat Offline OP

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Orange Brat  Offline OP

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Oh, now I get it. I don't have the orangebrat and thedisenfranchised urls active at the moment. In fact, I just renewed both for a year, and I'll start using them again whenever I redesign the layout(s) and re-launch. Until then you can access the temporary sites below:

http://www.freewebs.com/orangebrat/
http://www.freewebs.com/thedisenfranchised/

The orangebrat one has a funky design, and sometimes has a delay in certain browsers. I'm dumping that layout for something more traditional, but it's going to be a while before I do it.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: The Disenfranchised... [Re: Orange Brat] #13858
01/14/06 08:02
01/14/06 08:02
Joined: Aug 2000
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Orange Brat Offline OP

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Does anyone know how to get rid of the circled shadow artifacts? These aren't the "jaggies" I used to complain about, this is some kind of lightmapping thing that I thought disappeared a couple years ago with either 5.51 or maybe an early A6 version(can't remember). I think it had something to do with oddball angles and smaller blocks. I wasn't sure if there was some setting I was missing that had something to do with it. It shouldn't matter given I'm using the same code.

I haven't done a lights on test in months(since before 6.31.4...I'm using the current public beta), so this crap turning up again is unexpected, and I haven't seen them in well over a year and a half. Anyway, I was just testing something, and there they are:




My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: The Disenfranchised... [Re: Orange Brat] #13859
01/14/06 08:19
01/14/06 08:19
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline
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ShoreVietam  Offline
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Posts: 2,002
Europe
At least yours are smooth!!!






My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: The Disenfranchised... [Re: ShoreVietam] #13860
01/14/06 11:42
01/14/06 11:42
Joined: Nov 2003
Posts: 677
There
Julius Offline
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Julius  Offline
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Joined: Nov 2003
Posts: 677
There
@shorevietnam: i think ur hard artifact might hav something to do with that being the seam between 2 blocks joined together. even if u didnt put seperate blocks there urself, i think extra large surfaces are automatically split.

@orange_brat: i dont see how those artifacts could be avoided. im guessing its because the lightmaps hav a lower resolution than the actual textures, and the shadow is interpolated in between. maybe fiddle with the shadow resolution?

i could be completely wrong about these tho. its just wot i reckon.


flabadabadab.
Re: The Disenfranchised... [Re: Julius] #13861
01/14/06 19:01
01/14/06 19:01
Joined: Aug 2000
Posts: 7,490
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Orange Brat Offline OP

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My flat textures' res is 16x16(I see no reason to go higher given they're flat), so I don't know if that's it. However, like I said I thought this was an old "bug" in the way lightmaps/shadows were built. Once upon a time, the artifacts were there, then jcl said something about it one day(after I posted a thread) and poof they vanished with the subsequent version. I'll have to try and find that comment, but that may prove difficult given the time involved and how this forum sometimes loses things.

There is one way I can make them go away and that's placing the static light slightly in the street instead of on the sidewalk(like the top right light). Anyway, this was just a global ambient test..that light treatment is awful to begin with, so it's going...this was just a surprise that's all.

@SV: I think he's right about the intersecting. I've always had that happen, too and it's just a matter of tweaking to make it go away...if you even can.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: The Disenfranchised... [Re: Orange Brat] #13862
01/15/06 03:22
01/15/06 03:22
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Posts: 6,904
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HeelX Offline
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Try scaling your textures with factors like 0.1 or so to increase lightmap resolution -> results are edges that are unbelievable sharp since you are using "flat" colored textures there should be no problem because you display no structures on your texture -> and use the "smoothing" feature for the lightmaps if you did not do yet.

Re: The Disenfranchised... [Re: HeelX] #13863
01/15/06 04:43
01/15/06 04:43
Joined: Aug 2000
Posts: 7,490
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Orange Brat Offline OP

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The scaling down method is to reduce "jaggies" on normal shadow lines. This is something else related to unusual shaped blocks or odd corners(like the ones where these artifacts are located). I only brought it up because I haven't seen them in so long, and I thought maybe something had changed or maybe I'm just missing a setting somewhere. I was also under the impression that it was some kind of bug years ago that got squashed.

No biggy right now..I can work around it with subtle placement of a light.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: The Disenfranchised... [Re: Orange Brat] #13864
01/15/06 07:35
01/15/06 07:35
Joined: Aug 2000
Posts: 7,490
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Orange Brat Offline OP

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Here's my current look...this is in engine. The townhouse and the starkness(the style) is all I'm showcasing...the white area(on the left) and the placeholder(on the right) will be dealt with eventually. Get used to the bright white windows on solid black...that will be extensively used...esp. on background buildings that don't require any detail. Anyway, it still requires some tweaking, and I might bring down the overall ambient a bit, but that's a matter for another day.

I'm also going to "invent" a visual style for light halos and the representation of light, in general. Well, it's already invented...I just have to apply my idea. I can't just place static point lights for it, I'll have to do a bit of tracing to influence the model's ambient, but I'm experimenting with first person(gasp!!!!) so perhaps not.



BTW, this Ward Jenkins illustration has been a major source of inspiration for weeks, now:




My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: The Disenfranchised... [Re: Orange Brat] #13865
01/17/06 09:23
01/17/06 09:23
Joined: Aug 2000
Posts: 7,490
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Orange Brat Offline OP

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Here's a quick atmosphere test..hopefully it's not too dark on your monitor:




My User Contributions master list - my initial post links are down but scroll down page to find list to active links
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