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Re: IceX 2.0 - Road-Generator! [Re: oliver2s] #55227
03/04/06 20:58
03/04/06 20:58
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
Expert
frazzle  Offline
Expert

Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
Wow man that's really sweet, I can really use this alot.
Thxn for the wonderfull terrain editor it's just what I needed

Frazzle


Antec® Case
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Re: IceX 2.0 - Road-Generator! [Re: frazzle] #55228
03/04/06 21:00
03/04/06 21:00
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
The road generator is a nice touch. I hate roads and creating them, and something like that is a welcome thing.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: IceX 2.0 - Road-Generator! [Re: oliver2s] #55229
03/04/06 21:06
03/04/06 21:06
Joined: Mar 2005
Posts: 147
USA
IslandDreamer Offline
Member
IslandDreamer  Offline
Member

Joined: Mar 2005
Posts: 147
USA
Oliver2s,

For us poor mono-lingual users, please provide an English version soon!

Re: IceX 2.0 - Road-Generator! [Re: IslandDreamer] #55230
03/05/06 00:02
03/05/06 00:02
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline OP
Expert
oliver2s  Offline OP
Expert

Joined: Aug 2002
Posts: 3,258
Mainz
Quote:

Oliver2s,

For us poor mono-lingual users, please provide an English version soon!




Yes yes
I develop the editor in german, but the release candidate will have a complete englisch version. In this final version you can choose between english and german. Its one editor with different languages to choose.

Re: IceX 2.0 - Road-Generator! [Re: oliver2s] #55231
03/08/06 07:42
03/08/06 07:42
Joined: Jul 2003
Posts: 893
Melbourne, Australia
Matt_Coles Offline

User
Matt_Coles  Offline

User

Joined: Jul 2003
Posts: 893
Melbourne, Australia
This is looking great, can't wait till the final english version

Re: IceX 2.0 Lighting [Re: oliver2s] #55232
03/29/06 10:06
03/29/06 10:06
Joined: Jan 2003
Posts: 798
New Zealand
Bright Offline
User
Bright  Offline
User

Joined: Jan 2003
Posts: 798
New Zealand
Feature surgestion:
A Grass sprite painter would be cool.


KAIN - Coming soon...
Re: IceX 2.0 Lighting [Re: Bright] #55233
03/29/06 10:44
03/29/06 10:44
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
In fact your tool is the next terrain editor for 3DGS !
Have you a buying proposition from conitec ?

Caus it will be hard to Conitec to do better than yours

Super-Fast Lighting Algorithm [Re: TheExpert] #55234
04/05/06 19:55
04/05/06 19:55
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline OP
Expert
oliver2s  Offline OP
Expert

Joined: Aug 2002
Posts: 3,258
Mainz
Here's the newest thing in IceX2. Ive improved all light and shadow algorithms. This was very hard and made me some headaches The shadows are now REALLY fast. The following scene is a 4x4 Terrain (= 1024x1024 Pixels). The precalculated shadows (coloured gouraud + self shadowing) were calculated in 18 seconds on my 1,15 Ghz AMD. For comparing: the algorithm in IceX1 had only self-shadowing and calculated a few hours.



PS: The release day is near. I guess in 2 weeks...

Re: Super-Fast Lighting Algorithm [Re: oliver2s] #55235
04/06/06 21:16
04/06/06 21:16
Joined: Jan 2003
Posts: 4,305
Damocles Offline
Expert
Damocles  Offline
Expert

Joined: Jan 2003
Posts: 4,305
I have had the same fractals in my shadow renderer,

try to make each trace step have some random offset, and
do more traces, than there are actual pixels, this will smooth
these fractals.

Re: Super-Fast Lighting Algorithm [Re: Damocles] #55236
04/06/06 21:23
04/06/06 21:23
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline OP
Expert
oliver2s  Offline OP
Expert

Joined: Aug 2002
Posts: 3,258
Mainz
Thanks for your advice, but I don't use trace to calculate the shadow. I think with one or two iterations it looks good, haven't tested it yet.

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