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.
dlangdev
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Post by dlangdev »

I made progress on the rigging. I'm learning lots of new stuff here. This demo shows rigging on Blender. The next one will be modeled better which will be rigged properly (parent set correctly) in order to be exported to B3D and later on imported into Irrlicht. My son is waiting for the game, which is my only client.

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Thanks to Gandalf's Blender B3D Exporter. He's the man.
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Steel Style
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Post by Steel Style »

Uh Man I wan't be boring but this thread and mean Irrlicht screenshot ? Your work is good but don't you think that is should be better to make one thread for all you graphical stuff ?
roelor
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Post by roelor »

Steel Style wrote:Uh Man I wan't be boring but this thread and mean Irrlicht screenshot ? Your work is good but don't you think that is should be better to make one thread for all you graphical stuff ?
read again irrlicht render/screenshots. So renders for irrlicht also count! p.s. and he helps this topic to stay alive.
twilight17
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Post by twilight17 »

Yeah he has great screens!
Post this userbar I made on other websites to show your support for Irrlicht!
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http://img147.imageshack.us/img147/1261 ... wernq4.png
wyrmmage
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Post by wyrmmage »

heh, he made the topic, too, so.....OP power! :P
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sudi
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Post by sudi »

I'm trying to make some nice toonshader but its harder then u think bc the mesh is important for it

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U might see the gabs in the outline. Thats because some of the vertices have only a normal for one face. means if a vertice isbordering three faces there a three vertices with three different normal. if u then scale the mesh along the normals there will be gabs. maybe i will write a patch for the file loaders that will add these normals together so it looks correct.
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
sudi
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Post by sudi »

In case someone is interessted in the shadercode:

toonshader:

Code: Select all

uniform vec3 lightPos;
varying vec3 lightDir;
varying vec3 normal;

varying vec2 Texcoord;

void VertexMain()
{
	normal = normalize(gl_Normal);
	Texcoord    = gl_MultiTexCoord0.xy;
	lightDir = normalize(lightPos-gl_Vertex.xyz);

	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}

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varying vec3 lightDir;
varying vec3 normal;
uniform sampler2D Texture0;
varying vec2 Texcoord;
void PixelMain()
{
	vec3 mlightDir = normalize(lightDir);
	vec3 mnormal = normalize(normal);
	float intensity = dot(mnormal, mlightDir);
	vec4 color = texture2D(Texture0, Texcoord);
	if (intensity > 0.95)
		color = color-vec4(color.x*0.1, color.y*0.1, color.z*0.1, 0.0);
	else if (intensity > 0.50)
		color = color-vec4(color.x*0.3, color.y*0.3, color.z*0.3, 0.0);
	else if (intensity > 0.25)
		color = color-vec4(color.x*0.5, color.y*0.5, color.z*0.5, 0.0);
	else
		color = color-vec4(color.x*0.8, color.y*0.8, color.z*0.8, 0.0);
	gl_FragColor = color;
}
cellshader:

Code: Select all

uniform float offset;
void VertexMain()
{
	vec3 Pos = gl_Vertex.xyz+normalize(gl_Normal)*offset;
	gl_Position = gl_ModelViewProjectionMatrix*vec4(Pos,1.0);
}

Code: Select all

void PixelMain()
{
	gl_FragColor = vec4(0.0,0.0,0.0,1.0);
}
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
BlindSide
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Post by BlindSide »

Nice editor!
gabs
The P button is broken on your keyboard? :P

Code: Select all

color = color-vec4(color.x*0.1, color.y*0.1, color.z*0.1, 0.0);
Are you trying to make this look confusing on purpose? What is wrong with:

Code: Select all

color *= 0.9;
It will do the same thing! And careful with setting alpha channel to 0.0 incase you want to use transparent textures.

But anyway, more important, have you thought about using a color ramp texture and using the dotp to index into it? Like:

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color *= texture2D(Texture1, vec2(intensity, 0.0));
It might be more efficient than 5 conditionals... (Oh yeah remember to disable bilinear filtering on the color ramp, else you will get a smooth transition.).

Cheers
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
sudi
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Post by sudi »

Thanks BlindSide
and yes my keyboard is not really responding to my keystrokes^^
BlindSide wrote:
Are you trying to make this look confusing on purpose? What is wrong with:

Code: Select all

color *= 0.9;
It will do the same thing! And careful with setting alpha channel to 0.0 incase you want to use transparent textures.
Maybe u didn't see the color- infront of the vec4(..,..,..,0.0)
I'm doing that bc i didn't want to mess with the alpha value of the texture...
anyway the idea with the lookup texture is a nice idea....actually i had a idea about standard textures for material type but for that the OnSetMaterial functtion would need a non const material and be called before the material is actually set. that way i could load standarad textures and material settings into material types. I made a Class ShaderMaterial which loads a material configuration from file....right now u can either just get the materialtype or the whole material. but i actually wanted that th material type would on its own set standard textures if the model doesn't define them. get what i mean? well only works when the reference passed to OnSetMaterial is not const and before the material is actually set....obviously...well anyway when i'm done with this baby i will probably release my grahics manager and the editor...and maybe even finally the first version of my gameengine
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
Mel
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Post by Mel »

Smooth transitions aren't that bad, they give the cell shading a quite artistic look.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
dlangdev
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Post by dlangdev »

Sorry about Blender image...here's a screenshot taken from the demo game.

A cool combo kick known as: Side-kick-spin-hook-kick. The image showing the spin-hook part.

Image
Image
roelor
Posts: 240
Joined: Wed Aug 13, 2008 8:06 am

Post by roelor »

dlangdev wrote:Sorry about Blender image...here's a screenshot taken from the demo game.

A cool combo kick known as: Side-kick-spin-hook-kick. The image showing the spin-hook part.

http://farm4.static.flickr.com/3208/313 ... d910_o.jpg
To be honest, I would think that's a nut cracker..
Isn't a sidekick supposed to be a kick to the side? instead of to the back, cuz now hes just turning his upper body 90degrees and kicks backward.
It's just a suggestion, my opinion. Don't get me wrong I think its still awesome..
Anyway keep up the good pace.
sudi
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Joined: Fri Aug 26, 2005 8:38 pm

Post by sudi »

and by the way when u do a sidekick u will always hold ur foot horizontal.
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
roelor
Posts: 240
Joined: Wed Aug 13, 2008 8:06 am

Post by roelor »

Sudi wrote:and by the way when u do a sidekick u will always hold ur foot horizontal.
thats what I meant :P
Virion
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Post by Virion »

to get the best result you can take a video recorder and do a side-kick yourself. Record the whole thing down and refer frame by frame. :D
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