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Posted: Mon Nov 30, 2009 7:34 pm
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.

Posted: Mon Nov 30, 2009 8:06 pm
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.

Posted: Mon Nov 30, 2009 10:32 pm
by 3DModelerMan
Can you create coverage maps with the grass nodes?

Posted: Tue Dec 01, 2009 12:49 pm
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?

Posted: Tue Dec 01, 2009 2:55 pm
by 3DModelerMan
Like to control where the grass scene node shows up.

Posted: Tue Dec 01, 2009 3:17 pm
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.

Posted: Sat Dec 12, 2009 10:21 pm
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.

Posted: Sat Dec 12, 2009 10:22 pm
by Lonesome Ducky
That looks pretty good! Does it only bake shadows onto the terrain?

Posted: Sat Dec 12, 2009 10:34 pm
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.

Posted: Sun Dec 13, 2009 12:54 am
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?

Posted: Mon Dec 21, 2009 4:44 pm
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

Posted: Fri Jan 15, 2010 6:48 pm
by roelor
I really like your modelling skills! Good job!

Posted: Sun Jan 17, 2010 2:18 pm
by freetimecoder
Screenshot of the Magnon editor:
Image
(wxWidgets + Irrlicht)

greetings

Posted: Sun Jan 17, 2010 2:50 pm
by CuteAlien
Editor looks promising. Is this proprietary or open source?

Posted: Sun Jan 17, 2010 5:52 pm
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