Gamestudio Links
Zorro Links
Newest Posts
Blobsculptor tools and objects download here
by NeoDumont. 03/28/24 03:01
Issue with Multi-Core WFO Training
by aliswee. 03/24/24 20:20
Why Zorro supports up to 72 cores?
by Edgar_Herrera. 03/23/24 21:41
Zorro Trader GPT
by TipmyPip. 03/06/24 09:27
VSCode instead of SED
by 3run. 03/01/24 19:06
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
2 registered members (degenerate_762, Nymphodora), 1,012 guests, and 3 spiders.
Key: Admin, Global Mod, Mod
Newest Members
sakolin, rajesh7827, juergen_wue, NITRO_FOREVER, jack0roses
19043 Registered Users
Previous Thread
Next Thread
Print Thread
Rating: 5
Page 76 of 554 1 2 74 75 76 77 78 553 554
Re: What are you working on? [Re: sivan] #390852
01/05/12 11:09
01/05/12 11:09
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
Expert
Germanunkol  Offline
Expert

Joined: Jun 2006
Posts: 2,640
Earth
Otter, for inspiration on warhammers, you could look at skyrim's warhammers:
http://elderscrolls.wikia.com/wiki/index.php?search=warhammers&fulltext=0


~"I never let school interfere with my education"~
-Mark Twain
Re: What are you working on? [Re: Germanunkol] #390908
01/05/12 19:35
01/05/12 19:35
Joined: Feb 2010
Posts: 482
in deinem Kopf
Otter Offline
Senior Member
Otter  Offline
Senior Member

Joined: Feb 2010
Posts: 482
in deinem Kopf
You speak with a lv.54 Dovahkiin, my friend!
I had the idea already, but want to read your personal Feedback.
But,... good thinking! wink


Be my UBB-Buddy, without any reason!
Re: What are you working on? [Re: Otter] #390994
01/06/12 20:52
01/06/12 20:52
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
@Otter :
Your weapon without texture is already very good !

@Sivan :
In fact playing Guild Wars 1 , they used some sprites for very far building and other stuff !
Even if bad oriented some times you didn't notice it a lot and approchaing , a smooth alpah transition was made to put some other real polygon LOD !

Some times because there was moutains on the side, you could be far from a building only in some part of the terrain, so they put a sprite when you was far and the orientation was good (even if approximative in some manner) !

Others techniques are real time LOD sprite generation each 10 frames or more you recalculate your very low LOD model and make the sprite of it.

Because when a model is very far it will take lot of time before you move of some degrees around it or lot of time to approcha it !
There was a subject on that in some GameDev article.

But well, you can just make some very very low poly model it will work also laugh


Last edited by ratchet; 01/06/12 20:56.
Re: What are you working on? [Re: ratchet] #390998
01/06/12 21:25
01/06/12 21:25
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
@ratchet. yes I saw it in AAA games too, but for smaller objects (or I didn't realized in case of large ones because they were made well laugh ).

normally I set as much models as possible to be static, and use _1/_2/_3/_4.mdl for lod. the last stage is usually like 2 crossing sprites (e.g. in case of trees, with the same image on all sides), but for a building a cube like thing is better with side specific texture. or in case of not important objects, I use less lods, and apply simple clipping.

alpha transition is nice, I tried, but I think it is only for low number of objects, which have the importance of nice distant look (towers, large buildings, object used as guideance). but if an object is dynamic, it is really not too costy to make a rare check... I think I will make some new tests... and it heavily depends on the actual game, how much graphic detail is important...


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #391003
01/06/12 22:07
01/06/12 22:07
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
Alpha transition is very greeat.
just check Oblivion or Skyrim !

You are in place A and have lot of details and characters around you , Place B is some meters far.
Now if you are not distracted from all details in place A, if you stop playing and just watch, you look at the place B, you'll see nothing only basic structures , no characters , no details 3D assets.

Now you approach slighlty step by step and you'll see as you approch to place B objects fading with alpha transition very very smoosly, sometimes with no LOD !
Same things they were characters you didn't see that appears with alpah transition.

It works just great when you are playing, caus you are concentrated on other things and the alpha transition makes that you don't notice the appearence.
Compared to old clipping engines of old days , here you won't notice anything laugh

But yes for your game you perhaps don't need it !

Last edited by ratchet; 01/06/12 22:07.
Re: What are you working on? [Re: ratchet] #391089
01/08/12 11:26
01/08/12 11:26
Joined: Jul 2001
Posts: 4,801
netherlands
Realspawn Offline

Expert
Realspawn  Offline

Expert

Joined: Jul 2001
Posts: 4,801
netherlands
Just create a very small teasing promo of my upcoming project which slowly is coming in a good way to life wink won't tel more about it just have to wait and see laugh

http://www.youtube.com/watch?v=uUj1iG8D43U


Find all my tutorials & Workshops at : www.rp-interactive.nl

Creativity starts in the brain
Re: What are you working on? [Re: Realspawn] #391112
01/08/12 16:40
01/08/12 16:40
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
WIP environment editor; for a client - very ugly, I know smile


Re: What are you working on? [Re: HeelX] #391114
01/08/12 16:59
01/08/12 16:59
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Rondidon Offline
Expert
Rondidon  Offline
Expert

Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Also am Terrain (algorythmus?) musst du noch Hand anlegen. Der Editor allerdings: Sehr schön. Übersichtlich und dem Screenshot nach nutzerfreundlich. Kann man einzelne Objekte auch zu einem Mesh zusammenfassen? Wie sieht es mit automatischer Erstellung eines Gras-Meshes aus?

Re: What are you working on? [Re: Rondidon] #391116
01/08/12 17:22
01/08/12 17:22
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
Der Terraineditor-Teil kommt noch. Das Terrain wird aus einer Map generiert - die Vorgabe ist, dass das Terrain ab NN auf eine Höhe x hochgeht und darauf residiert.

Vegetation kommt noch und wird geclusteredt.

Re: What are you working on? [Re: HeelX] #391121
01/08/12 18:49
01/08/12 18:49
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
Senior Expert
FBL  Offline
Senior Expert
F

Joined: Sep 2003
Posts: 9,859
http://www.youtube.com/watch?v=NlfRezj6JTI

That's what I'm working on. It's tailored for a game.

Page 76 of 554 1 2 74 75 76 77 78 553 554

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1