Post your questions, suggestions and experiences regarding to Image manipulation, 3d modeling and level editing for the Irrlicht engine here.
FuzzYspo0N
Posts: 914 Joined: Fri Aug 03, 2007 12:43 pm
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by FuzzYspo0N » Fri Jul 03, 2009 5:27 pm
Really cool lambda, i can send you my DOF and stuff if you like (it plugs into xeffects)...
Also, its looking polished already, nice work. The only thing is the music choice in the bg
Lambda
Posts: 126 Joined: Wed Feb 27, 2008 3:00 pm
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by Lambda » Fri Jul 03, 2009 6:05 pm
FuzzYspo0N wrote: Really cool lambda, i can send you my DOF and stuff if you like (it plugs into xeffects)...
Also, its looking polished already, nice work. The only thing is the music choice in the bg
Well the background music is my player XD i didnt have finished the sound engine yet.
And thanks for the comments
BTW, what means DOF?
Saumane
Posts: 27 Joined: Wed Jul 09, 2008 6:14 pm
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by Saumane » Fri Jul 03, 2009 8:25 pm
Depth of field
BlindSide
Admin
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by BlindSide » Sat Jul 04, 2009 4:19 am
No way that seriously looks like a photograph. Good job
Oh wait...
ShadowMapping for Irrlicht!:
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Kalango
Posts: 157 Joined: Thu Apr 26, 2007 12:46 am
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by Kalango » Sat Jul 04, 2009 4:43 pm
I believe he was answering the guy above with this pic :p
kaos
Posts: 155 Joined: Tue Aug 12, 2008 8:25 pm
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by kaos » Tue Jul 07, 2009 7:01 pm
yes, because this pic have global ilumination
JP
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by JP » Wed Jul 08, 2009 11:29 am
No... because it has depth of field xD
Elmaron
Posts: 27 Joined: Sat Jan 10, 2009 7:22 pm
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by Elmaron » Fri Aug 07, 2009 12:33 am
Time to bring up the screenshot thread again!
The screen doesn't reveal too much yet, but together with the texture list it is possible to get an idea of how editing will actually look like in the game I'm working on. There's not much more done yet than this ingame editor.
huydotnet
Posts: 81 Joined: Tue Sep 25, 2007 12:26 pm
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by huydotnet » Fri Aug 07, 2009 3:03 am
Halifax
Posts: 1424 Joined: Sun Apr 29, 2007 10:40 pm
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by Halifax » Fri Aug 07, 2009 5:22 am
Great screenshot Elmaron, I want to see more.
I like your screenshot too huydotnet. It looks like the type of game I would like. One little suggestion, you should try to increase the texture resolution (if you can) and reduce the aliasing in the field lines (maybe that comes from the texturing and not the size). And also, do you have Bloom going on, or did you put a softglow on the texture? Because those lines appear to be glowing.
I, personally, would try to take that away.
TheQuestion = 2B || !2B
MasterGod
Posts: 2061 Joined: Fri May 25, 2007 8:06 pm
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by MasterGod » Fri Aug 07, 2009 1:10 pm
I personally like the glowing lines a lot, it's pretty cool.
Nice shot both of you by the way.
P.S
@Admins: How about making this thread sticky?
Dev State: Abandoned (For now..)
Requirements Analysis Doc: ~87%
UML: ~0.5%
Halifax
Posts: 1424 Joined: Sun Apr 29, 2007 10:40 pm
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by Halifax » Fri Aug 07, 2009 3:02 pm
Well maybe it's just me. That aliasing is bugging me though and I feel as though the glowing is bugging me even more because of that.
TheQuestion = 2B || !2B
huydotnet
Posts: 81 Joined: Tue Sep 25, 2007 12:26 pm
Location: Danang, Vietnam
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by huydotnet » Fri Aug 07, 2009 3:09 pm
thank you Halifax and MasterGod
there aren't any bloom effect
textured by photoshop only
look at this, you will understand
the aliasing in the field lines, because the texture file is small, about 300x500 pixels
JP
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by JP » Fri Aug 07, 2009 4:02 pm
make it power of two dimensions (256x512 or pack it into 512x512) and you'll get rid of most of the aliasing i should think!
Halifax
Posts: 1424 Joined: Sun Apr 29, 2007 10:40 pm
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by Halifax » Sat Aug 08, 2009 12:59 pm
JP wrote: make it power of two dimensions (256x512 or pack it into 512x512) and you'll get rid of most of the aliasing i should think!
Yup, JP beat me to it. Plus it will make your game playable by more system. (I don't know, but I'm pretty sure Irrlicht doesn't handle the packing internally if the system doesn't support NPOT textures? Or maybe the OGL/DX handles it.)
TheQuestion = 2B || !2B