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Re: What are you working on? [Re: Error014] #415658
01/21/13 23:14
01/21/13 23:14
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Posts: 6,861
Kiel (Germany)
Looks much better now, but IMO the blue tint is a little too strong.
The fire setting looks fun but the violet dungeon looks even better, I really like the colors except the pillars, they really need some texturing or even modelling work.


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Re: What are you working on? [Re: Superku] #415677
01/22/13 11:18
01/22/13 11:18
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Budapest
finally a nicer sprite lightmap creation is ready, replacing the random one, as Jcl suggested by creating temporary models to get exact image alpha, taking into account x2 x3 sprite property too. there are a couple of tricky settings e.g. accuracy of multiple hits (limits length of c_trace-chain of a terrain pixel), alpha treshold value, shadow darkness, 2 types of shadows generated atuomatically: a darker for non-alpha hits, and a lighter for terrain and for too many alpha hits (it can be modified by alpha accuracy).
another feature completed for the new release.



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Re: What are you working on? [Re: sivan] #415684
01/22/13 12:02
01/22/13 12:02
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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@Error014:
You don't need to have all level in same color or lightening for the fire dungeon.
You could put some sprites moving here and here to simulate some moving red fog ? so we could see original colors of level with some red tones.
Well it's good like that already (it's just an idea and perhaps not that good).

For the pillars , they look like 4 glowing pillars, because they seem to have some luminosity stronger than violet ambiant color.

Keep it up !

Last edited by ratchet; 01/22/13 12:05.
Re: What are you working on? [Re: ratchet] #415769
01/23/13 13:55
01/23/13 13:55
Joined: Mar 2011
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Budapest
sivan Offline
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sivan  Offline
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...now (from right to left) pssm, static lightmap, and decal shadows can be combined within a level and saved/loaded as wmb:



Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #415794
01/23/13 20:40
01/23/13 20:40
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Bavaria, Germany
The "project" I wanted to work on is cleaning up my hdrr-code to make it easier usable and more efficient...
but somehow I ended up with completely re-creating the whole thing.

I just finished the bloom shader ( the most complex shader I've ever written grin )
and I'm pretty happy with the result:


I've still got problems with the blending in bright scenes but for this style it already works well laugh


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Re: What are you working on? [Re: Kartoffel] #415795
01/23/13 21:10
01/23/13 21:10
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Budapest
I really like this sci-fi glow-like shader. is there an alien in the box?


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #415797
01/23/13 21:15
01/23/13 21:15
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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I like the second screenshot, REAL Bloom.
Hope to see some Retro Glowing games or Bloom effects on weapons , armors or buildings of 3DGS projects laugh

Re: What are you working on? [Re: sivan] #415798
01/23/13 21:18
01/23/13 21:18
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Bavaria, Germany
Quote:
is there an alien in the box?
was this a serious question about what's the box supposed to be? grin
...I made an object shader with self illumination support for ratchet an I thought using his box is a great way to test my bloom shader laugh

EDIT: the blending seems to be okay now
...some more screens:



EDIT#2: Just made an fps test
600fps - which is pretty fast!
compared to my old bloom shader (which was less complex and looked worse) this is a huge improvement (~5x faster)

Last edited by Kartoffel; 01/23/13 22:06.

POTATO-MAN saves the day! - Random
Re: What are you working on? [Re: Kartoffel] #415808
01/24/13 07:12
01/24/13 07:12
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
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Rackscha  Offline
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Posts: 1,218
Germany
@Kartoffel: WOW great work laugh


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(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] #415809
01/24/13 07:24
01/24/13 07:24
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Bavaria, Germany
Originally Posted By: Rackscha
@Kartoffel: WOW great work laugh
thanks laugh

But now I've got the next problem: making a game and using the shader properly grin


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