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Re: What are you working on? [Re: Reconnoiter] #463563
12/13/16 16:13
12/13/16 16:13
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline
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Reconnoiter  Offline
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Joined: Dec 2011
Posts: 1,823
Netherlands
Default 256x256 vs new 768x768 reso Shade-c for point light shadow (both arc 160):


1024x1024 or higher seems to give the weird bugs, but atleast this is a lot better than the default reso.

Last edited by Reconnoiter; 12/13/16 16:16.
Re: What are you working on? [Re: Reconnoiter] #463573
12/14/16 08:19
12/14/16 08:19
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
I don't remember exactly of Shade-c EVO shadowmapping, as I remember it utilizes an exponential shadowmapping. If I am right, you should increase the exponential shadowmapping constant (or factor), or to decrease shadowmapping depth distance, to eliminate that bad fade out at legs. Increasing resolution, and decreasing shadowmapping area also should help. (in reality, shadows should be sharp at legs and blurred at more distant parts)
The best is to create a tool where you can tweak all parameters in real time, that would save you a lot of time. I did it in MapBuilder, it really does worth the time!
Or ask JCL to integrate it into WED grin


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #463578
12/14/16 11:46
12/14/16 11:46
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline
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Reconnoiter  Offline
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Posts: 1,823
Netherlands
Hi Sivan, I can't find depth distance or exponential constants factors, are they maybe in the .fx files?
Also this the previous pics had an extreme arc value which makes the shadows look alot worse (but you can create points lights with).
This is with an normal spotlight arc (60):

Last edited by Reconnoiter; 12/14/16 11:46.
Re: What are you working on? [Re: Reconnoiter] #463581
12/14/16 23:49
12/14/16 23:49
Joined: Feb 2011
Posts: 124
Germany Nrw Herford
HenWoll Offline
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HenWoll  Offline
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Joined: Feb 2011
Posts: 124
Germany Nrw Herford
whoaa thats looks amazing ! grin better than fallout 3 [fallout dosent have shadows ]

https://www.youtube.com/watch?v=P97LBxgO-KM

here is a another short video from my Projekt, its inspired by Deadspace and Titanfall

Re: What are you working on? [Re: HenWoll] #463590
12/15/16 10:38
12/15/16 10:38
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline
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Reconnoiter  Offline
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Joined: Dec 2011
Posts: 1,823
Netherlands
Originally Posted By: BlackJack
[fallout dosent have shadows ]
, never noticed that lol, that's kindy akward for a big budget 2008 game grin (though I quess it has to do with the game's openworld)

Also loving that helmet!

Re: What are you working on? [Re: Reconnoiter] #463592
12/15/16 14:09
12/15/16 14:09
Joined: Feb 2011
Posts: 124
Germany Nrw Herford
HenWoll Offline
Member
HenWoll  Offline
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Joined: Feb 2011
Posts: 124
Germany Nrw Herford
The acknex engine is not the only one with shadow problems,

What do you mean, the animation of the helm in order? Unfortunately I did not exactly as with deadspace frown




I think a bones animation is not the right thing for that

Re: What are you working on? [Re: HenWoll] #463593
12/15/16 14:22
12/15/16 14:22
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
@BlackJack: I think your project's visuals would heavily benefit from using reflections, on most of the materials. Cubemap and maybe even screen space reflections (a combination of both approaches usually gives best results). Additionally, you could do a view space normal lookup highlight/ shading thingy for at least metallic and skin materials.
I don't read too many tech papers but I found
http://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/
and a Killzone: Shadow Fall paper very interesting and inspiring in that regard.
The metal highlight or skin lighting is as simple as
OutLookup = mul(normalize(mul(InNormal, matWorld)),matView)*0.5+0.5;
in a vertex shader, with an appropriate sphere-ish texture. They used that for instance for character rendering in Half Life 2, if I'm not mistaken.


"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] #463601
12/15/16 15:49
12/15/16 15:49
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline
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Reconnoiter  Offline
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Joined: Dec 2011
Posts: 1,823
Netherlands
Quote:
What do you mean, the animation of the helm in order? Unfortunately I did not exactly as with deadspace frown
, yeah I like the anim and the lensflare thingy

Also have you already tried shadows, stuff like this http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=451051&page=1 etc. ? Even if only its for actors and items etc. (like Fallout New Vegas does ^^) I think it will add to the graphics of your game.

Re: What are you working on? [Re: ratchet] #463606
12/16/16 03:46
12/16/16 03:46
Joined: Nov 2005
Posts: 204
Bavaria
HellThunder Offline
Member
HellThunder  Offline
Member

Joined: Nov 2005
Posts: 204
Bavaria
@BlackJack
I'm really amazed about the development process of Zeal. Great job! Go on!

My Toolkit
Simplified User Interface and some more features for my toolkit.

Map Editor - Tile based map creation. The editor determines if a texture is normal map /specular map ready.



HeelX's DoF Shader and the Camera Tool.


HOG Tool for creating Map Effects.



A very simple ingame scene.


This map was created in something about 15 minutes.

Don't wonder about the task bar on the top. It's a part of the toolkit in order switch between the tools.


Create your own JRPG and join our community: https://www.yrpgtoolkit.com
Re: What are you working on? [Re: HellThunder] #463614
12/16/16 21:22
12/16/16 21:22
Joined: May 2005
Posts: 868
Chicago, IL
Dooley Offline
User
Dooley  Offline
User

Joined: May 2005
Posts: 868
Chicago, IL
Looks cool! Do I understand correctly that you are making/designing the map editor? If so, does it come with these assets? What makes it different/better than WED?

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