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Re: What are you working on? [Re: 3run] #404678
07/12/12 16:44
07/12/12 16:44
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline

X
rayp  Offline

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Joined: Jul 2008
Posts: 2,107
Germany
am i stupid...where do u see the framerate ? Which shaders ? I only see the portal ? I have more then 2-4 that is for sure. Edit2: Forget what i said about the camera, it was my mouse.

Edit: But the portal is cool. Really nice.

Last edited by rayp; 07/12/12 17:12.

Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
Re: What are you working on? [Re: rayp] #404680
07/12/12 17:10
07/12/12 17:10
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Joined: May 2005
Posts: 2,713
Lübeck
I noticed that other stuff was very slow too, a restart fixed it and it works just fine now laugh.

Re: What are you working on? [Re: Slin] #404681
07/12/12 17:19
07/12/12 17:19
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
@Espér :
Pro quality , very good laugh
And the old ones are good also.

Re: What are you working on? [Re: ratchet] #404688
07/12/12 18:55
07/12/12 18:55
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
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Rackscha  Offline
Serious User

Joined: Dec 2008
Posts: 1,218
Germany
Just created a cutoutshader:

There is a cube model with the attached cutout material. It clears the given space, so the background becomes visible(by still respecting objects in front of it).

The cool thing is:
The hole, while invisible, is still color encoded. A postprocessingshader can easylly detect it:


by checking for the colorencoding, its possible to differenciate the holes during the postprocessing. Above hole just filled with red.

EDIT: i had the idea for this cutoutshader after kartoffel explained is paradox demo.

Greetings
Rackscha

Last edited by Rackscha; 07/12/12 18:56.

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] #404689
07/12/12 19:08
07/12/12 19:08
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline

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rayp  Offline

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Posts: 2,107
Germany
Cool. I would like to see such an cut out shader on an alpha channel of an sprite. Would be great for making damaged walls or whatever. But i dont know if this would be possible.

Last edited by rayp; 07/12/12 19:10.

Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
Re: What are you working on? [Re: rayp] #404696
07/12/12 20:53
07/12/12 20:53
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
20 minutes cartoon gun under 3D Coat.
So easy with voxels laugh


First retopology preview with normal map :


I could increase resolution and add lot of details, but i keep it simple laugh

Last edited by ratchet; 07/12/12 20:57.
Re: What are you working on? [Re: Rackscha] #404708
07/13/12 07:12
07/13/12 07:12
Joined: Dec 2003
Posts: 1,225
germany
gri Offline
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gri  Offline
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Posts: 1,225
germany
@Rackscha:

can you specify the objects wich are seeing through? Or are all objects till the skycube cuttet out?


"Make a great game or kill it early" (Bruce Shelley, Ensemble Studios)
Re: What are you working on? [Re: gri] #404709
07/13/12 07:45
07/13/12 07:45
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
Serious User
Rackscha  Offline
Serious User

Joined: Dec 2008
Posts: 1,218
Germany
@Gri all objects till the sky are cutted out. Otherwhise extra rendering with extra views might be required. Because the entity with the cutoutshader still write to the ZBuffer. Disabling it would result in everything overlaying the entity-hole.

EDIT: The technique behind it is pretty simple(maybe not optimal). The cutting entity just draws its colors with alpha = 0 to a 32bit rendertarget while writing to the ZBuffer.
The final composed image is manually dran to the screen(draw_quad) to respect the alpha channel

Last edited by Rackscha; 07/13/12 07:48.

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: 3run] #404710
07/13/12 08:36
07/13/12 08:36
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
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Joined: May 2009
Posts: 5,370
Caucasus
Kartoffel@ still doesn't work for me, but never mind.
Thank you guys (especially 3dgs_snake) for ignoring my messages grin


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Re: What are you working on? [Re: 3run] #404715
07/13/12 09:54
07/13/12 09:54
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
Serious User
Rackscha  Offline
Serious User

Joined: Dec 2008
Posts: 1,218
Germany
@3run: The effect is based on shaders. The portal does not exist if you disable shaders


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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