Screenshot of the Month November 2010 [Winner announced!]
Screenshot of the Month November 2010 [Winner announced!]
Here's the final result: "andres - irrrpg". Congratulations.
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The vote for the winner for November has began. The poll will be active until December the 5th
andres - irrrpg
grumpymonkey
Mel
wing64 - ARSA Framework - DOF.
Eigen - Front Warrior
chung - irr_chung
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Topic for the November screenshot entries!
Please submit here for the best screenshot for November 2010. You can submit until the 20th of November. Voting should start soon after that date.
Rules
- Only irrlicht renders allowed,
- Give images a good name,
- Make sure the image is available until the end of the competition,
- One image per project allowed,
- And some information about the project/scene,
Notes
- Please show a good quality image with a descent image size.[/img]
[OLD]
The vote for the winner for November has began. The poll will be active until December the 5th
andres - irrrpg
grumpymonkey
Mel
wing64 - ARSA Framework - DOF.
Eigen - Front Warrior
chung - irr_chung
[OLD]
Topic for the November screenshot entries!
Please submit here for the best screenshot for November 2010. You can submit until the 20th of November. Voting should start soon after that date.
Rules
- Only irrlicht renders allowed,
- Give images a good name,
- Make sure the image is available until the end of the competition,
- One image per project allowed,
- And some information about the project/scene,
Notes
- Please show a good quality image with a descent image size.[/img]
Last edited by Strong99 on Fri Jan 07, 2011 9:45 am, edited 4 times in total.
Compete or join in irrlichts monthly screenshot competition!
Blog/site: http://rex.4vandorp.eu
Company: http://www.islandworks.eu/, InCourse
Twitter: @strong99
Blog/site: http://rex.4vandorp.eu
Company: http://www.islandworks.eu/, InCourse
Twitter: @strong99
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- Competition winner
- Posts: 78
- Joined: Tue Jul 08, 2008 5:18 pm
- Location: Guarapuava/Brazil
- Contact:
IrrRPG Builder v0.1 "Feijoada" Alpha 1
This is the main screen of the system, it shows the game editor tools.
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=40284
http://irrrpgbuilder.sourceforge.net/
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=40284
http://irrrpgbuilder.sourceforge.net/
Last edited by andres on Sat Nov 06, 2010 7:08 pm, edited 1 time in total.
Prof. Andres Jessé Porfirio
Federal Technological University of Parana (UTFPR)
www.andresjesse.com
http://irrrpgbuilder.sourceforge.net
Federal Technological University of Parana (UTFPR)
www.andresjesse.com
http://irrrpgbuilder.sourceforge.net
-
- Posts: 222
- Joined: Mon Jan 19, 2009 10:03 pm
- Location: Miami, Florida
- Contact:
This is a screen inside the editor (it has the postpro enabled)
It features:
-Postproduction.
-Normal mapping
-Cube reflections
-Alpha testing
It doesn't have many shaders, but they are quite advanced. And the postproduction effects can be stacked, so, perhaps, there could be a small gaussian blur to soften the edges of the image (a cheap antialiasing)
The editor is capable of loading and editing any mesh and set the textures, though, currently it is limited to the meshbuffer 0 only, And setting up a sphere background.
I plan on adding custom BG meshes, like Unreal's Sky meshes, so any mesh can be put to be the background.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
did you apply normal map on the tree trunk? i don't see it.It features:
-Postproduction.
-Normal mapping
-Cube reflections
-Alpha testing
My company: http://www.kloena.com
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
@mel : Are you speaking of edge detection + blur to produce some cheap antialiasing ? In that case what kind of edge detection shader would you use ? Because the one I did is producing a constant 'line' size on edges so when you zoom out edges are too much blured with neighborhood whereas when zooming in it's fine... (Snippet forum). I think Source engine is using this method because edges are really smooth and it looks likes it's blurred, it's really nice to see those edges :p
That screen doesn't have the "antialiasing" i am trying to use, which is rendering to a large RTT, and re-scaling it to the screen, honestly, that AA looks lame.
The Edge detection shaders have the problem that the edge can be too thick on screen, and thus, produce a blurry edge too big. Maybe that combining both postprocessing effects it can produce a nicer result.
The Edge detection shaders have the problem that the edge can be too thick on screen, and thus, produce a blurry edge too big. Maybe that combining both postprocessing effects it can produce a nicer result.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
the bloom at the back is too over. the whole screen looks blur to me i don't know where is the focus (i think is the girl behind right?) becoz everything is blurredwing64 wrote:ARSA Framework - DOF.
My company: http://www.kloena.com
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
Thanks for a good suggestion and if you need see more dof click this -> http://irrlicht.sourceforge.net/phpBB2/ ... 2db#235638