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.
m_krzywy
Posts: 133
Joined: Sat Nov 04, 2006 2:05 pm

Post by m_krzywy »

Escen wrote:
Hey Escen, what did you use for that grass?
Well, nothing special really , just a slightly modified old-fashion grassnode.
I just placed them in a cross to look more like a tussock.

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

Post by roelor »

really nice, the grass looks less nice farther away though (it's also because the ground is a way other colour.) you should try making the grass yellow'ish.
3DModelerMan
Posts: 1691
Joined: Sun May 18, 2008 9:42 pm

Post by 3DModelerMan »

Can you create coverage maps with the grass nodes?
That would be illogical captain...

My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
Escen
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Post by Escen »

Can you create coverage maps with the grass nodes?
He!! I'm just a beginner, what do you mean 'create coverage maps'?
To do What?
3DModelerMan
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Post by 3DModelerMan »

Like to control where the grass scene node shows up.
That would be illogical captain...

My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
Escen
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Post by Escen »

I created an IImage 'NoGrassZoneMap', roads with a specific color.
Then ask for color location with video::SColor cDensity2 = NoGrassZoneMap->getPixel(x1, z1);
and determine whether you place a grassnode or not.
Eigen
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Post by Eigen »

Here's a new one. I can now bake static shadows for the terrain. It's far from perfect but I'm happy with it the way it is now.

Image
The shadows are long because the sun is very low.
Lonesome Ducky
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Post by Lonesome Ducky »

That looks pretty good! Does it only bake shadows onto the terrain?
Eigen
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Post by Eigen »

Thanks :) But sadly, yes. If I could come up with a method of converting a texture coordinate to world position (not in a shader), then I could do it for other nodes as well.

I have a 512x512 texture and I need a way to convert each pixel to its world position. Shaders make this conversion easy but I don't know how to output that result back to software.
Mel
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Location: Granada, Spain

Post by Mel »

A small experiment to test how good was the Q3->Irrlicht rendering.

Not bad in first instance, but it looks a bit darker than the original. the pipes, on the other hand, have more detail in Irrlicht than in Q3, because in Q3 the evaluation of the surfaces left some holes that don't appear in Irrlicht.

Image

Is it posible to render a Quake 3 shader modified with another custom shader (perhaps to add normal mapping and Phong shading, while keeping the Q3 lightmapping, and environmental textures) so it has the Q3 effects, like scrolling, and stuff, and features more advanced rendering routines?
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Mel
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Location: Granada, Spain

Post by Mel »

This is my next test subject, beside shaders, and shadow map (LiSPSM if possible), i will try to add the shader based skin.

Image
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
roelor
Posts: 240
Joined: Wed Aug 13, 2008 8:06 am

Post by roelor »

I really like your modelling skills! Good job!
freetimecoder
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Post by freetimecoder »

Screenshot of the Magnon editor:
Image
(wxWidgets + Irrlicht)

greetings
CuteAlien
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Post by CuteAlien »

Editor looks promising. Is this proprietary or open source?
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
freetimecoder
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Post by freetimecoder »

We have not decided yet regarding the license of the final game and components. But it will most likely be at least freeware ;)

greetings
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