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Re: What are you working on?
[Re: Rei_Ayanami]
#430593
09/29/13 13:28
09/29/13 13:28
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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@Kartoffel: Thansk, and yes the Gui was the most work Rei: Nice. Which engine(Gamestudio?)
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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Re: What are you working on?
[Re: Rackscha]
#430665
09/30/13 17:15
09/30/13 17:15
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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I updated my BlockShader. I hadded perpixellightning and the ability to transfer ambient and selection "light" by using the second UV(thanks to MasterQ32 for the hint). As i have multiple blocks within the same mesh sometimes, it required a material/entity independed per vertex solution. This results in the following: I can display claimed blocks/surfaces brighter than nonclaimed The selection is painted directly on the mesh, instead of using a big sprite entity above the level with a Texture that has a bluepixel when selected. Oh, and whe have a light floating at the cursors position Greetings Rackscha
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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Re: What are you working on?
[Re: Rackscha]
#430726
10/01/13 09:23
10/01/13 09:23
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
Expert
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Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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I'm extending my PSSM demo shared a couple of months ago by exponential shadowmapping, which enables using only 1 or max 2 splits (using the default or Slin's custom view splitting function) over a large area beside good quality and performance. and features a fog fade out effect on shadows too, plus a debug mode to view coloured shadows for each split. I prefer the one using own object shaders (coming soon in next MapBuilder update), but it is more easy to use because of the stencil buffer thingie (what I don't like because don't really understand ), but hopefully someone would use it... a better shade-c water rip will be also included (one .c and two .fx files only), now compatible with SM3.0 object shaders too. and a usual boring screenshot, nearly the same as before, but a bit better:
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Re: What are you working on?
[Re: sivan]
#430803
10/02/13 13:46
10/02/13 13:46
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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@sivan: his post was related to Rackscha's post, he just wanted to show that he created something similar... It would be senseless to post this in another thread.
POTATO-MAN saves the day! - Random
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