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.
Suvi
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Post by Suvi »

Nice thread :)

These are from Gekkeiju Online's new version:
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lostclimategames
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Post by lostclimategames »

i <3 gekk, keep working, I cant wait for the new system :P wish I had money I could donate to help you get it done (not sure even if I did how it'd help, but it'd have to in some way)
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jingquan
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Post by jingquan »

Hey guys, hadn't been around the forum for a long while. Was busy with school and stuff, and checking out age of conan (very buggy and lack of content). Oh and good work on the deferred shading nadro.

It's been sometime when I discovered a lightmapping workflow, but I didn't made any real progress on the gfx area. Now sure if you've seen it:

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As usual, pretty awsome models dlangdev. Now only if IrrCP has MRT...
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Post by Virion »

impressive :D
dlangdev
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Post by dlangdev »

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dlangdev
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Post by dlangdev »

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dlangdev
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Post by dlangdev »

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wyrmmage
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Post by wyrmmage »

what FPS are you getting in those last three screenshots, dlangdev?
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dlangdev
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Post by dlangdev »

i really don't know.

i'm still playing around with textures and lightmapping. then putting them all together in irredit.

it's very snappy, that's all i can tell at the moment.

no lag whatsoever.
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dlangdev
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Post by dlangdev »

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IrrWHAT?!
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Post by IrrWHAT?! »

dlangdev, you really are quite an artist. You make simple lightmaps and low-poly models look so awsome.

I'm a big fan of lightmaps, but have never had the opportunity to experiment with them.

Artwork like that, combined with shaders; the potential boggles the mind. :D
JP
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Post by JP »

They're looking pretty good dlangdev, but poor show on those gates! Everything else looks nice and then you'd got a 2D plane with a block gate texture on it... you can do better than that ;) heh, but then i suppose you can't afford too high a quality texture for the gates and you can't afford the polys for a model of a gate maybe...
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dlangdev
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Post by dlangdev »

The gate is just two polygons. Nothing beats that, but that is bottom-of-the-barrel so to speak.

I'm adding code in the scene node that will adjust the mesh depending on distance. The one seen here is basically the gate seen from long distance. For short distance, a different gate mesh will be rendered.
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hybrid
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Post by hybrid »

But the gate is half-transparent. I don't think that TRANSPARENT_ADD is a valid choice here...
dlangdev
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Post by dlangdev »

IrrWHAT?! wrote:dlangdev, you really are quite an artist. You make simple lightmaps and low-poly models look so awsome.

I'm a big fan of lightmaps, but have never had the opportunity to experiment with them.

Artwork like that, combined with shaders; the potential boggles the mind. :D
Thanks.

Though I'm really what you can call an 'artiste' as these images posted above are the result of many hours of trial-n-error. You probably haven't seen the hideous one yet.

So yeah, post some of your creations, especially the ones with lightmaps coz I'm sure we'll enjoy them here.
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