Post Your Irrlicht Screenshots / Render Here.
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.
Thanks to Gandalf's Blender B3D Exporter. He's the man.
Thanks to Gandalf's Blender B3D Exporter. He's the man.
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- Posts: 168
- Joined: Sun Feb 04, 2007 3:30 pm
- Location: France
read again irrlicht render/screenshots. So renders for irrlicht also count! p.s. and he helps this topic to stay alive.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 ?
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- Posts: 362
- Joined: Sun Dec 16, 2007 9:25 pm
Yeah he has great screens!
Post this userbar I made on other websites to show your support for Irrlicht!
http://img147.imageshack.us/img147/1261 ... wernq4.png
http://img147.imageshack.us/img147/1261 ... wernq4.png
heh, he made the topic, too, so.....OP power!
Worlds at War (Current Project) - http://www.awkward-games.com
Ganadu'r, The Eternal Sage (Other Current Project) - http://rpg.naget.com
Ganadu'r, The Eternal Sage (Other Current Project) - http://rpg.naget.com
I'm trying to make some nice toonshader but its harder then u think bc the mesh is important for it
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.
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.
In case someone is interessted in the shadercode:
toonshader:
cellshader:
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;
}
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uniform float offset;
void VertexMain()
{
vec3 Pos = gl_Vertex.xyz+normalize(gl_Normal)*offset;
gl_Position = gl_ModelViewProjectionMatrix*vec4(Pos,1.0);
}
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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.
Nice editor!
Are you trying to make this look confusing on purpose? What is wrong with:
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:
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
The P button is broken on your keyboard?gabs
Code: Select all
color = color-vec4(color.x*0.1, color.y*0.1, color.z*0.1, 0.0);
Code: Select all
color *= 0.9;
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));
Cheers
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Thanks BlindSide
and yes my keyboard is not really responding to my keystrokes^^
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
and yes my keyboard is not really responding to my keystrokes^^
Maybe u didn't see the color- infront of the vec4(..,..,..,0.0)BlindSide wrote:
Are you trying to make this look confusing on purpose? What is wrong with:
It will do the same thing! And careful with setting alpha channel to 0.0 incase you want to use transparent textures.Code: Select all
color *= 0.9;
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.
To be honest, I would think that's a nut cracker..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
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.
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.
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.
My company: http://www.kloena.com
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info