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Re: What are you working on? [Re: 3run] #412150
11/23/12 13:21
11/23/12 13:21
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sivan Offline
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they have no alpha because they have in this video static shadowmap created by c_tracing, only moving units, some models and bushes have pssm shadows.

of course, I can make the full scene with pssm, which looks much better, but that is a bit slower, and I'm trying to find some solutions balancing between performance and quality, to have finally a couple of options to be selectable.


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Re: What are you working on? [Re: sivan] #412151
11/23/12 13:23
11/23/12 13:23
Joined: May 2009
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3run Offline
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Isn't there a way to create static shadows with alpha channel??


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Re: What are you working on? [Re: 3run] #412156
11/23/12 13:41
11/23/12 13:41
Joined: May 2005
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Slin Offline
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sure, just check the alpha value of the hit pixel, which can be done using the hit structure and pixel_for_bmap or something like that. Then either decide depending on that already if there is no shadow, or start another trace ignoring the object and so on. I did this a long time ago and should be really easy to realize.

Re: What are you working on? [Re: 3run] #412159
11/23/12 14:04
11/23/12 14:04
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sivan Offline
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yes, there are some possibilities, I also made a version for it, checking hit texture type and dealing with multiple hits, it is a bit slower, and I simply used the faster for testing. but it requires large texture size like 4096x4096 (depending on terrain size) to look well with a standard resolution pssm. pssm looks nice if has a resolution of 2048 and 4 views, it works fine if there are only a few moving characters (max 50), but in case of e.g. 120 on screen characters like in the video, c_animate results in fps drop what I have to compensate somehow.

another way to apply decals as I did before, I can make acceptable quality from tree model preview images, but it requires setting angles according to Sun direction finally used in the level (it would be more easier if x and y decal size could be set separately).

so I don't know what shadow system mixture I'm going to use to ensure optiosn for lower system requirements too... grin


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Re: What are you working on? [Re: sivan] #412173
11/23/12 16:23
11/23/12 16:23
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Slin Offline
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About the animations: do them on the gpu, gamestudio offers some easy to use functionality for that. That should speed things up a lot. You may have to modify the shadow shader a bit for it to work right, but it is definatly worth it, as it will be nearly as fast as without ent_animate then.

Last edited by Slin; 11/23/12 16:24.
Re: What are you working on? [Re: Slin] #412233
11/24/12 14:22
11/24/12 14:22
Joined: Apr 2008
Posts: 144
Germany | Niedersachsen (Lower...
Roxas Offline
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Finally it's weekend and I'm able to work on my project again.

Just added the unit-dispatch-menu.

This is a really short clip showing the look and feel of my project at the moment.

Sorry for the bad quality, don't have any other recording software.

Please Click (& watch) me

There are a few things to do though. The face-art is not changed according to the unit and the menu-entries will have the face art on them as well later on.

Feedback is always welcome

cheers
Roxas

Re: What are you working on? [Re: Roxas] #412239
11/24/12 15:23
11/24/12 15:23
Joined: Apr 2008
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ratchet Offline OP
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That's great.
Strange when the camera moves at begin of video, it's like frame rate was very low ? perhaps too much entites, sprites and HUD stuff for 3DGS ?
You should make some english menu for character actions now laugh
I prefer icon based menu , and menu at bottom alos it is lot more natural then left (for my taste) :

video ufo tactic game (Ipdad)

Video Tactic game on Ipad

Last edited by ratchet; 11/24/12 15:27.
Re: What are you working on? [Re: ratchet] #412244
11/24/12 15:43
11/24/12 15:43
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Posts: 144
Germany | Niedersachsen (Lower...
Roxas Offline
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the framerate is not the problem ^^ it's the video recording software. I got about 260 fps during gameplay and everything runs smooth and soft. It's just I use a trial version of screenpresso and it's enforcing 20 fps and low quality.

thanks for your reply though.^^
I'm not planning to release an android or iphone/ipad version or something, It's playable with a Xbox 360 controller and the resolution is set to 720p by the way. I like icons too, but since i don't need touch panels i think it's fine this way.

^^ well I'm on it. at the moment I'm just preparing the menu for dispatching. But i'll use the same code for the character actions later on.

Cheers
Roxas

Re: What are you working on? [Re: Roxas] #412263
11/24/12 19:27
11/24/12 19:27
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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There is old games like Phantasy Star 1 to 4 on Genesis using icons, lot more clear and intuitive at first sight, instead of words (golden sun on GBA also and lot of others)

Well dod as you like laugh
But for a begin, it's a solid base you have there :
Menus, character portrait, 3D tiles and grid.

you'll just need good characters classes.
What will you choose :
- Making all characters on your own
- Buying some on 3D sites like Dexsoft
- Buying or creatign a base character, and adding armore stuff yourself to make the different classes of the game ?
- Using sprites ? (why not , but i really prefer 3D characters smooth moves)

Keep the good work.

Re: What are you working on? [Re: ratchet] #412266
11/24/12 19:45
11/24/12 19:45
Joined: Apr 2008
Posts: 144
Germany | Niedersachsen (Lower...
Roxas Offline
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thank you laugh

Well as for the classes, I don't know if I'll implement character classes. In the moment it's planned more like Jeanne D'Arc with individual characters that can wield various weapons and skills. But that's not decided up until now.

I think I'll create the 3D models myself, a friend of me is helping me with the models, too. He made a test- / base-character today which turned out quite good. The textures will be made by me aswell. Just started to use a graphics tablet today.

( This was the result If you would like to see. )

Well I'm interested in how it will turn out, too. So I think there will be more to show soon.

Cheers
Roxas

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