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Re: What are you working on? [Re: 3run] #421948
04/28/13 20:49
04/28/13 20:49
Joined: Apr 2005
Posts: 274
austria
Ascalon Offline
Member
Ascalon  Offline
Member

Joined: Apr 2005
Posts: 274
austria
i - and i think many other - would be very interested in it ! looks realy good


my webside : www.ascalon.jimdo.de
Re: What are you working on? [Re: Ascalon] #422069
05/01/13 12:07
05/01/13 12:07
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline

X
rayp  Offline

X

Joined: Jul 2008
Posts: 2,107
Germany
Working on an arcade beat em up just for fun from time to time



Video
http://www.youtube.com/watch?v=cDwpfNf85pE

mfg


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] #422071
05/01/13 12:11
05/01/13 12:11
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
Expert
oliver2s  Offline
Expert

Joined: Aug 2002
Posts: 3,258
Mainz
Looks very professional. How long did you work on that combat system?

Re: What are you working on? [Re: oliver2s] #422072
05/01/13 12:15
05/01/13 12:15
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline

X
rayp  Offline

X

Joined: Jul 2008
Posts: 2,107
Germany
Thank you very much. I guess three weeks (3 hours +- a day). The animations of the player model limited my script frown but iam pretty happy how fast it is, and how the attacking of more models at the same time works pretty well too.


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] #422093
05/02/13 05:43
05/02/13 05:43
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
rayp, looks good, I can see lots of familiar stuff laugh where did you get those zombie models from?


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] #422095
05/02/13 06:21
05/02/13 06:21
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline

X
rayp  Offline

X

Joined: Jul 2008
Posts: 2,107
Germany
thanks. 3drt.com


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] #422097
05/02/13 06:58
05/02/13 06:58
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
hmm..thx wink


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] #422223
05/05/13 13:08
05/05/13 13:08
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
Implemented Kartoffel's tonemapping shader:



and started working on a Z-prepass, using a 21bit encoded rainbow target for the depth:



I also joined the object shader(s) from the Atrium Demo and the postprocessing shaders from my collection into a new framework.

Re: What are you working on? [Re: HeelX] #422224
05/05/13 13:14
05/05/13 13:14
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
Expert
Kartoffel  Offline
Expert

Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Nice, HeelX!

I've already got a new system which uses a 3D-Lut to store all color-modifications
(color-grading, tonemapping, etc.) but I think that's not very userfriendly.


POTATO-MAN saves the day! - Random
Re: What are you working on? [Re: Kartoffel] #422232
05/06/13 03:01
05/06/13 03:01
Joined: Mar 2006
Posts: 2,252
Hummel Offline
Expert
Hummel  Offline
Expert

Joined: Mar 2006
Posts: 2,252
@HeelX: As far as I know you have no access to the depth buffer under DX9. How do you intend to use your custom depth for early-z culling?

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