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.
Halifax
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Post by Halifax »

hybrid wrote:You have to experiment with VBOs to get these things rendered properly. Moreover, you have to cluster them in several meshbuffers inside a mesh to avoid scene node setup overhead. Also note that VBOs arenot used for very small meshbuffers, so be sure to have more than 500 vertices in your buffers.
To expand upon that, you will also not want to go over the amount of vertices that are allowed in your graphics card's pre-T&L cache. You could probably find a benchmark program out there, or create your own really. There will be a very significant FPS drop when you go over the amount of vertices allowed.
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BlindSide
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Post by BlindSide »

VBO don't help so much here, instancing does. Cram as many vertices into the same meshbuffer as you can and then upload that.
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Mel
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Post by Mel »

Were you afraid of not having enough polygons on your scene? wow, I'm getting too old for this, 1.3 mega triangles...@ 23 fps is quite a bit of polygons there. Good job! :)

Not obstant, i agree with that it is better to have a good load of polygons into one single vertex buffer. I mean, from my experience, it is not the same 1000 objects with 60 triangles each, as 1 single object of 60000 triangles. I guess the same applies here.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
roelor
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Post by roelor »

Yes ive loaded so much models to test them.
dlangdev
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Post by dlangdev »

Everything you see here including textures and models were made by me. Lightmapping by Gile[s]. Textures from Photoshop and models from Blender.

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roelor
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Post by roelor »

Good job, but the boxes are so big that I thought that the door was a fireplace instead. :roll:
dlangdev
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Post by dlangdev »

Yes, they're out of proportion. I'm working on that at the moment.
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dlangdev
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Post by dlangdev »

Here's another scene from the martial arts demo game I'm still working on.

Does it remind you of Karateka?

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geckoman
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Post by geckoman »

Reminds me of matrix-> "Morpheus' fighting Neo!!!!"
Mel
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Post by Mel »

Looks great, but it'd look even closer to the Japanesse architecture if it had stones instead of tiles in the exterior scene. Also, i think a paralell light with shadows would give an better result. But that's my opinion only! :)

The interior render now looks much more apealing. the crates looked just so artificial, now with the dark tones, it looks much more like a warehouse.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
vermeer
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Post by vermeer »

you working in a martial arts fighting demo? interesting... even if not very realistic (it's way hard or impossible to do those move in a realistic and documented way: I'd advice to go for a just ok looking anims and stuff.. )
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dlangdev
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Post by dlangdev »

geckoman: I'd like to set up a scene like that for the boss fight sometime later. At the moment, I'm still collecting information, for example...

http://www.digital-images.net/Gallery/S ... elect.html

Mel: Yes, lighting needs more work as I just figured out how to set up light params using a 512x512 lightmap.

vermeer: I'm currently modeling a warrior using this reference...
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I'd like the render to be on the cartoony side, but not that too cartoony. Maybe because I want to reach to the 1985 generation who played games like Karateka. I'd like to capitalize on that sentiment that the game they played in 1985 is back and feels like the one they played, but this time it's changed somehow.
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Mel
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Post by Mel »

Trying to do a Ninja Gaiden clone? ;) That armour looks cool. The reference material is also really inspiring.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
dlangdev
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Post by dlangdev »

Here is the scene showing non-textured samurai model placement.

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Here is the scene showing where the camera will be placed. Sitting on a fixed position.

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Mel: It's much closer to Karateka, purely a karate + jujitsu + taekwondo fighting style.

By the way, I just got my blue belt yesterday. I passed the Taekwondo belt testing with passing grades. It was fun, I enjoyed the testing, so I'm going to put what I learned from there in the game.

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The hard part is rigging the samurai. I'm still learning how to do rigging, probably it'll take me days or even weeks to make a good animated action.
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Mel
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Post by Mel »

Uhm. I see. Rigging is not that complex, no matter the 3D package. You used blender, right? It is easier to rig the boges to the model when you can select directly the vertices, and asign them the desired weight, if blender can do that, it is a fast task. but well, i've rigged tons of characters too :lol: patience :)
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
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