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Re: What are you working on? [Re: rvL_eXile] #387110
11/14/11 14:10
11/14/11 14:10
Joined: Jul 2007
Posts: 619
Turkey, Izmir
Emre Offline
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Emre  Offline
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Joined: Jul 2007
Posts: 619
Turkey, Izmir
Yes, indeed it is. Thanks for suggestions guys.

Re: What are you working on? [Re: Emre] #387153
11/14/11 23:45
11/14/11 23:45
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Joined: Apr 2008
Posts: 2,488
Some more hand painted textures not detailled, lot blurry , but it's practice !


Last edited by ratchet; 11/14/11 23:53.
Re: What are you working on? [Re: ratchet] #387154
11/14/11 23:48
11/14/11 23:48
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
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WretchedSid  Offline
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Joined: Apr 2007
Posts: 3,751
Canada
I like the style, well done! But a few more highlights on the screws would fit better, I'd say.


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: What are you working on? [Re: WretchedSid] #387157
11/15/11 00:14
11/15/11 00:14
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
They look nice, only advice.. Zoom in on sharp edges and contrast their lines a like more:)y but all in all very nice:)

Re: What are you working on? [Re: lostclimate] #387230
11/15/11 22:47
11/15/11 22:47
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Joined: Apr 2008
Posts: 2,488
Thanks !
Yes they are blurry less detailled.
Perhaps i'll target Tale Of Visperia game textures style on levels !




Another stylish wood texture !



Last edited by ratchet; 11/15/11 22:53.
Re: What are you working on? [Re: ratchet] #387240
11/16/11 02:24
11/16/11 02:24
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Improved my dynamic (2d) shadow effect:



In particular, I've transformed the previous experiment into a useable system that supports more than one corner (now almost unlimited) and objects such as the small blocks in the screenshot. The shadow (and the system) is far from perfect, but it should work fine for my sidescroller.
On the downside, I did not manage to make it a shader model 2.0 effect like the rest of my game's shaders. As this is supposed to be a gameplay element in 2-3 levels, this alienates 10% of possible gamers (according to a recent Hardware Survey by Steam). frown


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: What are you working on? [Re: Superku] #387258
11/16/11 10:35
11/16/11 10:35
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
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Joined: Mar 2006
Posts: 2,252
Very nice Superku. How many intructions are you over the ps 2.0 limit?
@Ratched: Really good work. laugh

Last edited by Hummel; 11/16/11 10:36.
Re: What are you working on? [Re: Hummel] #387292
11/16/11 19:55
11/16/11 19:55
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Thanks!
He complains on PS2.0 that I use too many constants:
"Invalid const register num: XX Max 31."
I don't get how the value XX is calculated, though. When I write f.i.
float dlight_block_pos_flt[20];
and change the array dimension, it stays at XX for a few more indices and then increases by ~9 (XX => XX+9) or so. Why?


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: What are you working on? [Re: Superku] #387293
11/16/11 20:07
11/16/11 20:07
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
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Joined: Mar 2006
Posts: 2,252
Hm..donīt know, but you could encode your constants in a bitmap to work around this limitation. wink
But that would mean an increase in shader instructions since you have to decode the information from the map in the shader...
An other possibility would be to send in only the necessary block positions for a certain area if you donīt do so already.

Re: What are you working on? [Re: Hummel] #387297
11/16/11 21:56
11/16/11 21:56
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Quote:
An other possibility would be to send in only the necessary block positions for a certain area if you donīt do so already.

Yes, that's what I do. I have up to 100 corners and 100 blocks/ objects and one loop that checks which corners are in the lightrange (with some optimizations including regions to disable shadows in close-by corridors). Then up to 10 active corners and 10 blocks are sent to the shader.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
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