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Re: What are you working on? [Re: ratchet] #388370
12/01/11 21:53
12/01/11 21:53
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
Transformed normal map to grey map :



Under photoshop we can paint in some color mode that don't alter what is drawn under !
For example i could paint green, the black and white variation of the texture would remain untouched, it would just become some Green variation !

Does someone knows if that exists under Gimp ?

If not i will go cartoon, or will do haindpainted stuff !

Last edited by ratchet; 12/01/11 21:54.
Re: What are you working on? [Re: ratchet] #388374
12/01/11 23:18
12/01/11 23:18
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
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JibbSmart  Offline
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
You can do that in GIMP. Under brush options I'm pretty sure you can choose stuff like addition, multiply, colorize, and so on. Alternatively, have your grey layer as a "multiply" layer on top of your colour layer.


Formerly known as JulzMighty.
I made KarBOOM!
Re: What are you working on? [Re: Superku] #388379
12/02/11 00:02
12/02/11 00:02
Joined: Aug 2009
Posts: 1,438
Spain
painkiller Offline
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painkiller  Offline
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Joined: Aug 2009
Posts: 1,438
Spain
Originally Posted By: Superku
Nice, but: Increase terrain brightness + contrast a little, many people think they need to have fairly low contrast textures for a realistic look but IMO it just makes the graphic look dull.
I would at least double (in x and y, thus quadruple) the terrain's vertices, use for example terrain_lod and this won't be an issue.

BTW the shadows point into the wrong direction (compare last screenshot).


Originally Posted By: lostclimate
lol something was bothering me, but i couldnt pick out what it was, superku got it with the shadows. laugh should be a simple fix laugh


The sun isn't set very powerful, that probably causes the low contrast.

Lol it seems I forgot to rotate the skycube to fix the sun angle.

About terrain resolution, maybe cd_saber can do that.

Originally Posted By: Schloder87
this game remembers me on mount & blade :-)

but looks good!


thanks!

Originally Posted By: ratchet
Very good !
From artistic point of view, you could put some 3D assets around buildings to simulate life, or some grass , rocks around them , more things. For the moment they are just building "posed" on a simple flat terrain.
That's what will bring the scene to life laugh

These pictures are just an example , we don't ask to make another Skyrim copy, we already have it , we don't need a some "copy" game without originality !

Keep it up !


Yes, the level isn't really finished, We use it for testing code and stuff, later we will add more props and finish it properly.


3D Gamestudio A8 Pro
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Gigabyte GeForce GTX 960 4GB
Re: What are you working on? [Re: painkiller] #388440
12/02/11 22:35
12/02/11 22:35
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
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Rei_Ayanami  Offline
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Posts: 3,207
Germany, Magdeburg




Voxels, 16x16x16, generated mesh.

Unoptimized demo - http://dl.dropbox.com/u/5000845/VoxelDemo.7z
(100fps while recreating in every frame for destroying)
Hold left to destroy voxels.

Last edited by Rei_Ayanami; 12/02/11 23:14.
Re: What are you working on? [Re: Rei_Ayanami] #388445
12/02/11 23:22
12/02/11 23:22
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
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Joined: Mar 2006
Posts: 2,252
@Rei: SSAO would greatly improve the visuals of your demo. wink (Or even a simply outline shader, or both)

Re: What are you working on? [Re: Hummel] #388446
12/02/11 23:29
12/02/11 23:29
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
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Rackscha  Offline
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Joined: Dec 2008
Posts: 1,218
Germany
@Rei: tried something similar in the past, but based on several cube meshes.
One cubemesh at the start, and selected cubic parts removed etc. But required one entity per Block >.<.

Are you going to make the source public? laugh


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

Re: What are you working on? [Re: Rackscha] #388447
12/02/11 23:41
12/02/11 23:41
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
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Rei_Ayanami  Offline
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Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
@Hummel
Good idea, haven't thought about using shaders to make it the effect clear - thanks.

@Rackscha
Using "cubes" should be quite slower, because I only create the sides of the cubes out of planes I need (plus a few extra ones because of bugs D: )

If my project (a dungeon project) will fail [and I think, like most of my projects it will] I am going to make it public.

But first I need more performance and visual improvements.

Re: What are you working on? [Re: Rei_Ayanami] #388450
12/02/11 23:57
12/02/11 23:57
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Cool!


"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] #388467
12/03/11 15:17
12/03/11 15:17
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
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Rackscha  Offline
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Joined: Dec 2008
Posts: 1,218
Germany
@Rei: IS your mesh a single mesh or made out of several meshes representing the sides?


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

Re: What are you working on? [Re: Rackscha] #388470
12/03/11 15:36
12/03/11 15:36
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
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Rei_Ayanami  Offline
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Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Actually those planes are not connected (they do not share vertices), but I only create one mesh (one D3DXCreateMesh call).

This is a thing I want to change.

I also want to add a check for "bigger" planes, to save more polygons/triangles.

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