Gamestudio Links
Zorro Links
Newest Posts
Blobsculptor tools and objects download here
by NeoDumont. 03/28/24 03:01
Issue with Multi-Core WFO Training
by aliswee. 03/24/24 20:20
Why Zorro supports up to 72 cores?
by Edgar_Herrera. 03/23/24 21:41
Zorro Trader GPT
by TipmyPip. 03/06/24 09:27
VSCode instead of SED
by 3run. 03/01/24 19:06
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
3 registered members (Edgar_Herrera, VoroneTZ, Akow), 973 guests, and 4 spiders.
Key: Admin, Global Mod, Mod
Newest Members
sakolin, rajesh7827, juergen_wue, NITRO_FOREVER, jack0roses
19043 Registered Users
Previous Thread
Next Thread
Print Thread
Rating: 5
Page 312 of 554 1 2 310 311 312 313 314 553 554
Re: What are you working on? [Re: sivan] #426238
07/18/13 12:42
07/18/13 12:42
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
Expert
Slin  Offline
Expert

Joined: May 2005
Posts: 2,713
Lübeck
still does not look like texture filtering is on?
check your samplers for the shadow depthmaps and activate texture filtering by changing something like:
sampler sDepth1 = sampler_state
{
//...
MinFilter = point;
MagFilter = point;
//...
}

to for example:
sampler sDepth1 = sampler_state
{
//...
MinFilter = linear;
MagFilter = linear;
//...
}

The biggest problem with vsm is in my opinion light bleeding, when shadow casting objects overlap.
A better alternative would probably be exponential shadow mapping, it is very similar, but needs only one depth value instead of depth and squared depth and has less issues.

Re: What are you working on? [Re: Slin] #426245
07/18/13 13:21
07/18/13 13:21
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
thanks, I put it in my code.
in this project I use only depth and a light bleeding calculation, no depth^2, based on GPU Gems 3 (now free to read), but will try out other methods too.

basically I need a fast shadowmapping solution over large distances and for lot of entities, so I have to try everything laugh the shade-c based one is better now (I had a lot of work with its corrections), but I think this solution also can be okay soon... I know I have to learn a lot of about shadowmapping...


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #426317
07/19/13 23:49
07/19/13 23:49
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
Update:

[ToDo]
-No Details yet (coming soon)
-have to create stairs to get on the first floor
-need to create various floors (more broken)
-add more Details at the Planks (broken!)
-Texturing the Corridors


Last edited by rvL_eXile; 07/19/13 23:54.

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] #426322
07/20/13 17:53
07/20/13 17:53
Joined: Nov 2008
Posts: 354
saeculum II
MPQ Offline
Senior Member
MPQ  Offline
Senior Member

Joined: Nov 2008
Posts: 354
saeculum II
nice! reminds me a bit of half life 2. How do you export these levels to wed if you want to create lighing and shading there?


new project in early stage...

Intel Xeon X3450 2,66GHz | Mushkin 8 Gib | Zotac GTS250 + 7300LE | A8.3 com
Re: What are you working on? [Re: MPQ] #426323
07/20/13 17:58
07/20/13 17:58
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
I learned today how to 1) auto-assign vertex weights to bones and 2) draw vertex weights in Cinema4D smile today was a good day


Re: What are you working on? [Re: HeelX] #426324
07/20/13 18:49
07/20/13 18:49
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
i export all my models to .FBX, but didnt use WED for Lighting etc... This is the part for Machinery_Frank


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] #426332
07/21/13 11:33
07/21/13 11:33
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
imo they use unity for it


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #426338
07/21/13 13:16
07/21/13 13:16
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
Expert
Kartoffel  Offline
Expert

Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
I don't think so, looks more like a rendered image to me.


POTATO-MAN saves the day! - Random
Re: What are you working on? [Re: Kartoffel] #426409
07/22/13 20:12
07/22/13 20:12
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
Expert
Kartoffel  Offline
Expert

Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
After countless tries I've finally managed to implement bad single-split shadowmapping for the sun with wrong variance-filtering and ugly streching everywhere, yay.


(I HATE writing shadowmapping-code ._.)


POTATO-MAN saves the day! - Random
Re: What are you working on? [Re: Kartoffel] #426428
07/23/13 05:21
07/23/13 05:21

C
chris_oat
Unregistered
chris_oat
Unregistered
C



@Kartoffel: Soon you will have a shaderframework much like (or even better then) Shade-C laugh
I hope you can/want to pull this thru, because i just lost my hope that Shade-C will ever be finished...

Page 312 of 554 1 2 310 311 312 313 314 553 554

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1