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Re: What are you working on? [Re: Hummel] #405319
07/27/12 21:19
07/27/12 21:19
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
Expert
MasterQ32  Offline
Expert

Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
Added support for materials and shaders:
Materials can be assigned with drag&drop



Visit my site: www.masterq32.de
Re: What are you working on? [Re: MasterQ32] #405325
07/28/12 09:28
07/28/12 09:28
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline
Serious User
PadMalcom  Offline
Serious User

Joined: Mar 2006
Posts: 1,993
Karlsruhe
Cool, looks like it is getting a handy tool!

Re: What are you working on? [Re: PadMalcom] #405326
07/28/12 09:36
07/28/12 09:36
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
@Error014:
That's a cool scene, but what is the purpose of the beam lights ?
And the scene lacks some ligtening ? (it is like it would need some lights or effects ?), perhaps it will look less monotonous in some vidéo ?


Anyway that's a cool scene laugh
Keep it up.

Re: What are you working on? [Re: Hummel] #405336
07/28/12 12:57
07/28/12 12:57
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
Originally Posted By: Hummel
I thought the idea is to speed up directional lighting by calculating the lighting for "all" possible view space normals only once per frame, e.g. illuminating a "sphere" in view space which gives you the material/lighting map.


The idea of MatCap'ing is not the speedup, but more the idea to "bake" complex lighting and -material properties, produced e.g. in 3DS Max. In the following picture, I assigned a concrete material to a sphere, that is above a grass field, I added a sun with winter'ish light (cold blue) and a backlight with a warm feeling. When projected on the geometry, the complex lighting is preserved:



You can also do this in realtime by rendering a sphere in e.g. front of the camera and use that as a lookup for ambient terms, like I do here in a static fashion. -- The speedup is obvious, of course. Question is, if it looks fine, because point/directional light/specular directions are not corresponding anymore for objects - that is why this is suited only for ambient terms, if applied to everything. If you create local lightprobes, though, you could do a multitexture lookup and blend them according to the distance to the object. But this might create some overhead if done in realtime, which I don't want to do.

Last edited by HeelX; 07/28/12 12:58.
Re: What are you working on? [Re: HeelX] #405352
07/28/12 18:19
07/28/12 18:19
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
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Joined: Mar 2006
Posts: 2,252
Of course it wouldn't work with local light source types like point or spot lights but for basic directional lighting where the position of the fragment doesn't influence the result it should work fine.

Re: What are you working on? [Re: Hummel] #405367
07/29/12 08:59
07/29/12 08:59
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
Expert
MasterQ32  Offline
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Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
Video of my OpenWorld Editor:
Current status, not all features are shown
http://www.youtube.com/watch?v=hP5yM4xcxTY

EDIT:
And yes i know the edges on the terrains (wrong normals)
And the thing to move the 3d-model (don't know the name) doesn't work yet, but i'm working on it

Last edited by MasterQ32; 07/29/12 09:01.

Visit my site: www.masterq32.de
Re: What are you working on? [Re: MasterQ32] #405369
07/29/12 09:17
07/29/12 09:17
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Germanunkol  Offline
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Joined: Jun 2006
Posts: 2,640
Earth
The thing I like most about the video is how you're humming a at 0:46 grin

Looking good!

Last edited by Germanunkol; 07/29/12 09:18.

~"I never let school interfere with my education"~
-Mark Twain
Re: What are you working on? [Re: Germanunkol] #405373
07/29/12 16:07
07/29/12 16:07
Joined: Jul 2011
Posts: 55
Berlin, Germany
S
Sammy32 Offline
Junior Member
Sammy32  Offline
Junior Member
S

Joined: Jul 2011
Posts: 55
Berlin, Germany
Hello,

i am working on my scifi texture set.


Some Screens from the testlevel without shader:

test Level image

Here you can see some texture samples:

Texture Screen

This modular set made with blender for my scifi shooter game.

Comments are welcome :-)


Update:

more images and updated textures.

room 1

door

door 2


!!! Alle ingame screens without shader !!

shader coming soon!

Best regards Sammy

Last edited by Sammy32; 07/30/12 14:37.

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Re: What are you working on? [Re: Sammy32] #405421
07/30/12 15:12
07/30/12 15:12
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Espér Offline
Expert
Espér  Offline
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Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
working on my new tile models and textures (shadow fails with 32Bit textures):

>> Full Size <<

Last edited by Espér; 07/30/12 15:15.

Selling my Acknex Engine Editions (A7 Com & A8 Pro):
>> click here if you are interested <<
Re: What are you working on? [Re: Espér] #405430
07/30/12 20:26
07/30/12 20:26
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline

X
rayp  Offline

X

Joined: Jul 2008
Posts: 2,107
Germany
@Espèr
Really nice. What kind of game will it become ?


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;
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