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Posted: Mon Nov 10, 2008 1:30 pm
by mk.1
Image

Fast game so taking screenshots isn't easy and it looks much better in motion

video

Posted: Mon Nov 10, 2008 2:14 pm
by Eigen
Oooh! Nice, very nice. I like the particle effects. They look really smooth, expecially in motion. Actually everything looks really professional. Good job.

Posted: Mon Nov 10, 2008 2:18 pm
by JP
Wow that's some damned nice graphics mk.1! Looks like a decent game!

I think the shooting could look nicer though... not sure how but some sort of tweaking... maybe changing the colour the further they are from the shooter..? Making them lighter or darker.. fading them out a bit.. i dunno...

Posted: Mon Nov 10, 2008 2:49 pm
by Mel
That's an acid screen! XD it is cool!

Posted: Mon Nov 10, 2008 4:08 pm
by SwitchCase
Nice stuff mk.1, looks fantastic. I do agree that the shooting could look a bit better though as suggested. Perhaps, more transparency the "younger" each projectile is - based on an absolute cubic value maybe??? (i.e. A steep curve).

Keep at it. :D

Posted: Mon Nov 10, 2008 6:30 pm
by mk.1
Maybe you can see the little thingy with a blue trail that breaches the bullet "wall". It's called Force and gets bigger when certain conditions are fulfilled. With the Force leveling up the shots get stronger and more opaque. The image but also the video don't really show the bullet movement as it is in the game and it looks much better, but I'm aware of the problem.
Please notice that everything you see is still wip.

Posted: Mon Nov 10, 2008 10:11 pm
by fmx
still looks great though mk1, looking forward to playing it and seeing it in all its real glory!
:)

Posted: Tue Nov 11, 2008 7:01 pm
by oldskoolPunk
Glsl texture projection....

Trial and error phase

Image

Image

Image

Image

Image

I am to the point of starting a thread in hopes that someone will take my hand and lead me through this matrix hell.

P.S. mk.1 that is beautiful! I will definitely check this one out.

Posted: Tue Nov 11, 2008 8:30 pm
by BlindSide
I am to the point of starting a thread in hopes that someone will take my hand and lead me through this matrix hell.
Just look through the XEffect's source code, it's all there. Also, I am planning to contribute some fixed function projective texturing materials for Irrlicht, which don't require any shaders to work.

Cheers

Posted: Tue Nov 11, 2008 9:02 pm
by oldskoolPunk
BlindSide wrote:
Just look through the XEffect's source code, it's all there
I know! I have it right in front of me, trust me :) I have learned alot from all your examples. But this is still a little over my head right now. And your glsl writing style is quite different from they way I have learned, so it takes me a little time to understand it. I was thinking about looking into HLSL so I can better understand all the INS and OUTS :D

Posted: Wed Nov 12, 2008 7:32 am
by BlindSide
Well the third and fifth photos certainly look promising. Are you remembering to check your projected texcoords and discard them if they are outside the 0-1 range? Also you need to multiply them by 0.5 and add 0.5 to get them into the 0-1 range first.

So:

Code: Select all

Texcoords.xy = Texcoords.xy * vec2(0.5, 0.5) + vec2(0.5, 0.5);
To get them from -1.0-1.0 to 0.0-1.0 range, and only use them when they are in the 0.0-1.0 range (Else they are outside the projection frustum.), you have to check it like so:

Code: Select all

if(clamp(Texcoords.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) == Texcoords.xy)
{
    // Only use them here. Else it has no effect or is cleared to a flat color.
}
If you have the Z component handy also make sure to check for Texcoords.z > 0.0 so that you don't get back projection, thats when the projection source projects opposite to the direction it's facing.

The shadowmapping shaders in XEffects aren't very well commented so hopefully this clears some issues as to what I'm doing in there. If theres any particular parts you are confused about feel free to ask :)

Posted: Wed Nov 12, 2008 7:36 am
by dlangdev
dude, i see that code in almost all shader code, but I still don't understand why they need to be to translated from one to the next. Can someone post a URL for that concept, thanks.

Posted: Wed Nov 12, 2008 2:09 pm
by mk.1
Image

Posted: Thu Nov 13, 2008 5:55 pm
by jontan6
Image

Posted: Thu Nov 13, 2008 7:45 pm
by mk.1
You should really place the forks 180° rotated - nobody would place them like this.

Some kind of specular on the glasses?

Everything else looks very nice. I especially like the vases