Post Your Irrlicht Screenshots / Render Here.

Post your questions, suggestions and experiences regarding to Image manipulation, 3d modeling and level editing for the Irrlicht engine here.
ArakisTheKitsune
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Post by ArakisTheKitsune »

DeM0nFiRe wrote:
ArakisTheKitsune wrote: And yes I have EA permission to use their graphic as long game stays free.
Did you really get like express, written consent from EA?
I only have their word on that. Even if something goes wrong about legal stuff ( I doubt that since they said that is ok ) I could always do units, powers, etc little different that "look like from C&C but they are not".
Either way game it's still in "heavy programming" phase, when I finish 90% of it then I will ask for official, signed document from them.
Knowledge is power, understanding is wisdom.
hybrid
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Post by hybrid »

DeM0nFiRe wrote:
ArakisTheKitsune wrote: And yes I have EA permission to use their graphic as long game stays free.
Did you really get like express, written consent from EA?
Who are you to doubt this?
Linkin Puck
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Joined: Sat Feb 06, 2010 11:52 am

Post by Linkin Puck »

hybrid wrote:
DeM0nFiRe wrote:
ArakisTheKitsune wrote: And yes I have EA permission to use their graphic as long game stays free.
Did you really get like express, written consent from EA?
Who are you to doubt this?
Amazement != Doubt :D
DeM0nFiRe
Posts: 117
Joined: Thu Oct 16, 2008 11:59 pm

Post by DeM0nFiRe »

Exactly, I am just surprised :D I wasn't trying to like call him out or anything, because most fan games don't go and get permission, so I was curious whether they actually made it legal and everything. But yeah, it's not legal, but fan games that are obviously fan games generally won't be prosecuted anyway, because it's PR suicide. Anytime I've seen it, the company would bark at the door with a lawsuit and then settle for an assurance the fan game would not be commercial at all.
ArakisTheKitsune
Posts: 73
Joined: Sat Jun 27, 2009 6:52 am

Post by ArakisTheKitsune »

DeM0nFiRe wrote:Anytime I've seen it, the company would bark at the door with a lawsuit and then settle for an assurance the fan game would not be commercial at all.
I am sorry for confusion but this game was never meant to be commercial. In fact you can get current code on sourceforge since is open source.
Knowledge is power, understanding is wisdom.
DeM0nFiRe
Posts: 117
Joined: Thu Oct 16, 2008 11:59 pm

Post by DeM0nFiRe »

Oh, no, I knew this wasn't commercial, fan games generally never try to be (I've never seen one that tried, actually XD) but the companies would still make sure they got written assurance.
omaremad
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Post by omaremad »

Here is a screenshot of my GPU radisoity generator. Its instant radisoity and no... its not realtime because i use shadow maps on the virtual lights too for accuracy.

Image

First image has one single yellow point light .
second image has 1 directional light to show colour bleeds in action.
"Irrlicht is obese"

If you want modern rendering techniques learn how to make them or go to the engine next door =p
PI
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Location: Hungary

Post by PI »

Awsome! o.O Congrats! Share? :)
DtD
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Post by DtD »

Looking nice, omaremad!
3DModelerMan
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Post by 3DModelerMan »

Cool! Are you going to release the source code to that? I'd like to add a lightmap generator to EditIrr.
That would be illogical captain...

My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
Mel
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Post by Mel »

Do you mean that the radiosity is baked into the models?

Looks incredible.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
omaremad
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Post by omaremad »

Yep the GPU calculates it and thats the result applied as a texture, hence the black seams at face edges. I fixed this issue by adding edge dilation onto the blurring filter.

Here is a spoltlight with the new system, notice how there is no leakage at the uv edges.

Image
"Irrlicht is obese"

If you want modern rendering techniques learn how to make them or go to the engine next door =p
omaremad
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Location: Cairo,Egypt

Post by omaremad »

Image
"Irrlicht is obese"

If you want modern rendering techniques learn how to make them or go to the engine next door =p
Mel
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Location: Granada, Spain

Post by Mel »

Most remarkable. How long does it take the radiosity to be calculated?
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
omaremad
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Post by omaremad »

Well its far from optimised since its running on a mixture of my code and a hacked xeffects system, but it is definitely faster than blender calculating just the AO on the same pc.

My first implementation was realtime using hemicubes, but averaging the hemicube gave really poor quality results, if i increased the hemicube count it got better but.. it quickly became non realtime so i decided to use the instant radiosity technique (currently even the virtual lights use shadow maps so maybe i can increase speed by turning that off).
"Irrlicht is obese"

If you want modern rendering techniques learn how to make them or go to the engine next door =p
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