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.
Radikalizm
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Post by Radikalizm »

serengeor wrote:
ent1ty wrote:Because that one is the screen without antialiasing, lol.
I know its without AA...
I meant why is lighting suddenly cut off like that?
It looks like it's because of the ceiling geometry, that or there's something weird going on :D
ent1ty
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Post by ent1ty »

Off course it's because of the geometry... that's why it's antialiased in the second screen... cos it's an edge... good lord
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

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hybrid
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Post by hybrid »

Then it's more like an Escher geometry?! Because it would be only possible if the lights are covered by the walls somehow. But that would require a lower and lower ceiling in each step.
ent1ty
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Post by ent1ty »

Does this screen make it all clearer to you?

Image

It has the improved bloom btw.


If you still don't understand, get Coppercube and generate a mesh from a 2D map, set ceiling type to arched and look at it from all possible angles.
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

Step back! I have a void pointer, and I'm not afraid to use it!
serengeor
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Post by serengeor »

It does now, I taught the ceiling was flat :)
Working on game: Marrbles (Currently stopped).
ent1ty
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Post by ent1ty »

:roll:

Who did you teach that the ceiling is flat anyway? You might like to tell them how it really was.
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

Step back! I have a void pointer, and I'm not afraid to use it!
hybrid
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Post by hybrid »

If you really want to make jokes on wrong spelling you should try to keep your sentence correct...
Anyway, yes, it makes more sense now. It was simply quite disturbing from the angle used for the previous shot.
ent1ty
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Post by ent1ty »

Ok i think i got it

Image
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

Step back! I have a void pointer, and I'm not afraid to use it!
ChaiRuiPeng
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Post by ChaiRuiPeng »

nice who made that model? :) i like the style of the creature texture.
ent1ty wrote: success is a matter of concentration and desire
Butler Lampson wrote: all problems in Computer Science can be solved by another level of indirection
at a cost measure in computer resources ;)
ent1ty
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Post by ent1ty »

irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

Step back! I have a void pointer, and I'm not afraid to use it!
omaremad
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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
omaremad
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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
Innesoft
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Post by Innesoft »

deepMesh 3D modeler, currently in early beta (made with Irrlicht)

Here is Barney from half-life, just testing the SMD importer/animation..
Image
deepMesh v1.2 - Irrlicht powered 3D Modeler, Animator, UVMapper, Lightmapper
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Lonesome Ducky
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Post by Lonesome Ducky »

ChaiRuiPeng wrote:nice who made that model? :) i like the style of the creature texture.
Psionic3d. I think his website is http://www.psionic3d.co.uk/
ent1ty
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Post by ent1ty »

I hope you didn't have much trouble copy-pasting what i wrote.
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

Step back! I have a void pointer, and I'm not afraid to use it!
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