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Re: What are you working on? [Re: MasterQ32] #424334
06/13/13 16:34
06/13/13 16:34
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
@MasterQ32: Some suggestions:

1) generate the grass-vertex normals the standard way, fetch the terrain normal under each blade and merge them in a 30%/70% fashion to get decent grass normals; as discussed @AckCon

2) Try to add weights to the grass vertices to let the upper vertices wave more than the lower vertices. If it is one mesh, you cannot predict if a vertex is an upper blade or a lower blade-part, so you could write that apriori into the vertices during creation! Then, evaluate the weight in the vertex shader and use that as waving-factor.

3) to get a denser look, try bending the grass-quads along the viewing direction in the vertex shader. That sounds like an awful idea, but looks good in practice.

4) if you reached some kind of density, you can fake AO if you assume that the lower parts of your blades are occluded while the upper parts are lit and pass light, since grass blades are by nature translucent. So no need for costly SSAO here.

5) if you want to use SSAO, then do it on the scene while the grass is clipped and render the grass after that with the trick mentioned in 4. With a screen space shadowmap, you could even influence the grass shading by a lookup on the shadowmap.

Last edited by HeelX; 06/13/13 16:35.
Re: What are you working on? [Re: HeelX] #424335
06/13/13 16:45
06/13/13 16:45
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
Expert
MasterQ32  Offline
Expert

Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
I don't use any kind of alpha maps or normal mapping, i don't even do lighting in any way. The whole gras uses your point 4 already, but that's the only kind of lighting i do atm.
To point 2: They already have this (i do it with the height factor i also use for the AO part)
To point 3: for more density i would need to create more gras blades wink


Visit my site: www.masterq32.de
Re: What are you working on? [Re: MasterQ32] #424389
06/14/13 16:45
06/14/13 16:45
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
Expert
MasterQ32  Offline
Expert

Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart


Visit my site: www.masterq32.de
Re: What are you working on? [Re: MasterQ32] #424396
06/14/13 19:25
06/14/13 19:25
Joined: Nov 2011
Posts: 274
de
lemming Offline
Member
lemming  Offline
Member

Joined: Nov 2011
Posts: 274
de
I'm not sure what is sky and what clouds (seems like the clouds are shining?), but it looks like jcl himself is coming from the heavens to earth. ^^
Beautiful!

Re: What are you working on? [Re: lemming] #424398
06/14/13 20:32
06/14/13 20:32
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
Expert
MasterQ32  Offline
Expert

Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
The problem is: The clouds are really shining. I need some kind of "second sky set", where only the sun is visible and everything else is not. or at least not that hard


Visit my site: www.masterq32.de
Re: What are you working on? [Re: ratchet] #424399
06/14/13 20:33
06/14/13 20:33
Joined: Apr 2008
Posts: 144
Germany | Niedersachsen (Lower...
Roxas Offline
Member
Roxas  Offline
Member

Joined: Apr 2008
Posts: 144
Germany | Niedersachsen (Lower...
Hey guys,

has been a long time since i've posted an update on my project.
I'm still working on the Tactics-project.

Here's a little video and a list of my recent changes. Finally after finishing my apprenticeship as a software engineer for application development I've got more time to work on the project again.

TacticsProject #5

The following things have been added by me since the last update:
- Skill Handling
- Main menu for equipping skills and armor to the units
- Item handling
- Pathfinding
- attack-ranges, physical attack handling and damage calculation
- damage-number handling
- using items
- effect-handling for skills and items
- some minor tweaks and code-optimization
- some really quick & dirty animations

hope you like it

cheers
Roxas

Re: What are you working on? [Re: Roxas] #424420
06/15/13 16:06
06/15/13 16:06
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
Working on an Modelpackage for Dexsoft:

Note: This Screenshot was made directly out of Blender, so AO / NRM / Lighting / whatelse is NOT applied!

Things to do:
-Shelves
-Pipes
-Scrap
-Palette

Gimme some Feedback wink



regards Sebastian


Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Re: What are you working on? [Re: rvL_eXile] #424428
06/15/13 20:03
06/15/13 20:03
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
I spent today some time with shade-c 0.91-s1, converting some of its parts I'd like to be A8 compatible. water is okay now similarly to 0.90 (there are some minor differencies between them), shadows also work fine (incuding alpha texture self shadows). Depth of field, hdr and some other stuff are removed, standard 3dgs hdr and fog works fine. next I'll deal with the terrain shader to not to present such ugly shots like this:

Last edited by sivan; 06/15/13 20:08.

Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #424432
06/15/13 21:06
06/15/13 21:06

M
Malice
Unregistered
Malice
Unregistered
M



@Roxas This looks really cool. What is going to be the max number of units on-screen?

@sivan if this is ugly I'm never posting project shots..!

EDIT @sivan I showed the screen to a family member and they said if it was framed they'd hang it on their wall. I agree and can't wait to see 'pretty'

Last edited by Malice; 06/15/13 21:15.
Re: What are you working on? [Re: ] #424445
06/16/13 13:00
06/16/13 13:00
Joined: Apr 2008
Posts: 144
Germany | Niedersachsen (Lower...
Roxas Offline
Member
Roxas  Offline
Member

Joined: Apr 2008
Posts: 144
Germany | Niedersachsen (Lower...
@Malice: Thanks! Well to be honest I didn't think about that yet. I guess it'll depend on the map how many units can be dispatched. Theoretically there's no limit of units on-screen though the space is limited because a map is for example 20 by 20 tiles large ^^.


And update:
I added some cinematic-camera-effects and reworked some animations.
TacticsProject #6

and here's a video of the main menu. here's where you'll manage euqipment and skills of your units. it's not finished yet, but it's almost complete.

TacticsProject #7 - Main Menu

I hope you like it.

cheers
Roxas

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