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Re: What are you working on? [Re: Sajeth] #405175
07/25/12 12:16
07/25/12 12:16
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
so why are you using 3dgs?


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #405176
07/25/12 12:18
07/25/12 12:18
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
I don't use it for my own projects wink

Re: What are you working on? [Re: Rei_Ayanami] #405181
07/25/12 13:29
07/25/12 13:29
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline

X
rayp  Offline

X

Joined: Jul 2008
Posts: 2,107
Germany
Quote:
I don't use it for my own projects
Good advertisement when reading this from a mod. ^^


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] #405183
07/25/12 13:43
07/25/12 13:43
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
leaving the offtopic topic:
I'm just playing with setting tree model leaf normals runtime to be brighter only towards Sun:
before:

after:



Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #405185
07/25/12 14:31
07/25/12 14:31
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
Serious User
Rackscha  Offline
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Joined: Dec 2008
Posts: 1,218
Germany
Mh, the second picture looks a bit "flat" :|


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] #405186
07/25/12 15:02
07/25/12 15:02
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
yes, it's not perfect at all (yet), I mean perfect normals are not perfect, so some randomization is needed... and playing with tree models is also necessary as I want lower the poly count.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #405192
07/25/12 17:10
07/25/12 17:10
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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Joined: May 2009
Posts: 5,370
Caucasus
I love second picture! <3


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] #405201
07/25/12 20:14
07/25/12 20:14
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
Serious User
Rackscha  Offline
Serious User

Joined: Dec 2008
Posts: 1,218
Germany
Just managed to implement objectbased clippingplanes for my portal, so nothing goes behind it.





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] #405203
07/25/12 20:18
07/25/12 20:18
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
Why not bringing some 10 years technology also.
Your sprite shadow is good and fast, but for more little scenes,
or non open world won't it be better this one ?

Re: What are you working on? [Re: ratchet] #405211
07/25/12 21:37
07/25/12 21:37
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
Working with view-space material maps. Also known as matcap-shading (greetings @ParadoxStudio), but I guess Pixologix will sue me if I call them so to advertise my game wink instead of processing the per-vertex normal for the cylinder hull (like ParadoxStudio), I calculate a per-pixel normal, knowing that the hull is cylindrical. That way, I get a per-pixel view-space normal, which I can use to fetch the view-space material map. It works nice! And is fast!



The caps are btw. quads:



I evaluate the per-pixel object space-position and clip the pixel, if it is outside the uniform circle. This technique guarantees me a perfect rendered circular cap + it reduces the amount of polygons by the half + a static amount of +4 polygons.

[EDIT] Plus, I store the diffuse in RGB channel, the specular & glow part in A, so that I can modulate with that grey material arbitrary colors!:



Last edited by HeelX; 07/25/12 21:47.
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