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Re: What are you working on? [Re: Uhrwerk] #440513
04/27/14 11:01
04/27/14 11:01
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
Serious User
txesmi  Offline
Serious User

Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
ups, did not try it. My previous experience did not really help me in these cases.

Anyway I gived a try and it does what I supposed. The lines are so narrow...


I finished the settings and I'm pretty happy with the result. It is very cheap because I compute the lod stage at the vertex shader and use it into a straight single mask sample. I added a camera height divider to the algorithm and it works now for every point of view around the playground.



Code:
// VS
outLod = ( abs ( outWorld.x - vecViewPos.x ) - 400.0f ) / ( 250.0f + ( vecViewPos.y * 2 ) );
// PS
float Mask = tex2Dlod ( MaskSampler, float4(inTex.xy,0,inLod)).r;



Salud!

Re: What are you working on? [Re: txesmi] #440615
04/28/14 18:16
04/28/14 18:16
Joined: Jan 2008
Posts: 353
G
grinseengel Offline
Senior Member
grinseengel  Offline
Senior Member
G

Joined: Jan 2008
Posts: 353
Hallo,

im Moment arbeite ich an einem postapokalyptischen Projekt.

Hier mal ein erstes Bild:



Gruß, Andreas

Re: What are you working on? [Re: grinseengel] #440622
04/28/14 19:24
04/28/14 19:24
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
Expert
MasterQ32  Offline
Expert

Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
Hmm Aufbau sieht eigentlich ganz gut aus, aber für Postapocalyptic viel zu hell grin


Visit my site: www.masterq32.de
Re: What are you working on? [Re: MasterQ32] #440628
04/28/14 21:57
04/28/14 21:57
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
Expert
Slin  Offline
Expert

Joined: May 2005
Posts: 2,713
Lübeck
Auffällig schlecht sieht sieht das kaputte Shading der Gebäude aus. In Blender zum Beispiel gibt es sowas wie den "Edge Split" modifier, wenn du den einmal auf deinen Gebäuden anwenden würdest, würde das alles gleich viel besser aussehen.

Re: What are you working on? [Re: Slin] #440644
04/29/14 11:04
04/29/14 11:04
Joined: Jan 2008
Posts: 353
G
grinseengel Offline
Senior Member
grinseengel  Offline
Senior Member
G

Joined: Jan 2008
Posts: 353
Quote:
Auffällig schlecht sieht sieht das kaputte Shading der Gebäude aus. In Blender zum Beispiel gibt es sowas wie den "Edge Split" modifier, wenn du den einmal auf deinen Gebäuden anwenden würdest, würde das alles gleich viel besser aussehen.


So wie ich das sehe komm ich wohl um Blender nicht vorbei.

Allerdings kennst du dich ja gut mit den Möglichkeiten von Blender aus. Wärst du bereit mir zu helfen? Ich würde dir mal ein Hausmodell zukommen lassen. Dann würde mich interessieren wie das dann durch die Änderung mit dem Blender aussiehtt.´

Gruß, Andreas

Last edited by grinseengel; 04/29/14 11:22.
Re: What are you working on? [Re: grinseengel] #440645
04/29/14 12:23
04/29/14 12:23
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
We should keep this thread in English to not be rude and separate the small community even more.

You can fix the house (and other) models without Blender, too: http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=440639#Post440639


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: What are you working on? [Re: Superku] #440647
04/29/14 12:51
04/29/14 12:51
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
Originally Posted By: Superku
We should keep this thread in English to not be rude and separate the small community even more.
+1


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] #440679
04/29/14 22:21
04/29/14 22:21
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
@grinseengel...
it isnt that complicated... Just import your Mesh into Blender, add an "edge split" Modifier to your Mesh, apply it and export the Model... Done...

Image where to find this option:


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] #440696
04/30/14 06:48
04/30/14 06:48
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
hi,
I'm just interested in the MDL related pipeline of latest Blender, can it import/export directly or what is the proper/recommended procedure?
thanks.
p.s. sorry for being a bit off-topic

Last edited by sivan; 04/30/14 06:49.

Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #440698
04/30/14 07:02
04/30/14 07:02
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
Directly import MDL into Blender? Never heard about that...
If i wanna import MDL Files into Blender (what isnt possible in my opinion), i import it into milkshape, export the MDL file as .obj, import into Blender, do what ever i want to do, export as FBX.


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


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