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.
Brainsaw
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Post by Brainsaw »

ent1ty wrote:Terrains look soooo much better with detail maps :wink:
Yea ... I know ... but as this is (still) only a techdemo I won't invest too much work into the look ;)
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ent1ty
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Post by ent1ty »

Uhm.. you do understand that you only need to change the material type and get a texture from irrlicht media directory, right?
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

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serengeor
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Post by serengeor »

ent1ty wrote:Uhm.. you do understand that you only need to change the material type and get a texture from irrlicht media directory, right?
Thats time consuming! :D
Working on game: Marrbles (Currently stopped).
ChaiRuiPeng
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Joined: Thu Dec 16, 2010 8:50 pm
Location: Somewhere in the clouds.. drinking pink lemonade and sunshine..

Post by ChaiRuiPeng »

serengeor wrote:
ent1ty wrote:Uhm.. you do understand that you only need to change the material type and get a texture from irrlicht media directory, right?
Thats time consuming! :D
im such a terrible arist i just have about a stunning gallery of 3 textures i use for all testing in all my projects :)
ent1ty wrote: success is a matter of concentration and desire
Butler Lampson wrote: all problems in Computer Science can be solved by another level of indirection
at a cost measure in computer resources ;)
serengeor
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Joined: Tue Jan 13, 2009 7:34 pm
Location: Lithuania

Post by serengeor »

ChaiRuiPeng wrote:
serengeor wrote:
ent1ty wrote:Uhm.. you do understand that you only need to change the material type and get a texture from irrlicht media directory, right?
Thats time consuming! :D
im such a terrible arist i just have about a stunning gallery of 3 textures i use for all testing in all my projects :)
I'm a terrible artist too, so I usually go to a website like http://www.cgtextures.com/ and grab the first textures that catches my eye :P
Working on game: Marrbles (Currently stopped).
ChaiRuiPeng
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Joined: Thu Dec 16, 2010 8:50 pm
Location: Somewhere in the clouds.. drinking pink lemonade and sunshine..

Post by ChaiRuiPeng »

might as well post my wip drag-n-drop style physics&&AI sandbox.

once i get a nice clean gui interaction going on i think i will announce formally..

im trying to integrate it with openal to get sounds when one block hits another.
you can move the cursor around freely and select/drag/create/delete different blocks (powered by bullet physics)

what should i work on tonight hm... i could either finish the gui panel or add support for character dynamics and animated meshes

Image
ent1ty wrote: success is a matter of concentration and desire
Butler Lampson wrote: all problems in Computer Science can be solved by another level of indirection
at a cost measure in computer resources ;)
Radikalizm
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Location: Leuven, Belgium

Post by Radikalizm »

ChaiRuiPeng wrote:im trying to integrate it with openal to get sounds when one block hits another.
Don't bother with native OpenAL if that's the only thing you want to do, use an existing wrapper (maybe cAudio) or another simple audio library like irrKlang
ChaiRuiPeng
Posts: 363
Joined: Thu Dec 16, 2010 8:50 pm
Location: Somewhere in the clouds.. drinking pink lemonade and sunshine..

Post by ChaiRuiPeng »

Radikalizm wrote:
ChaiRuiPeng wrote:im trying to integrate it with openal to get sounds when one block hits another.
Don't bother with native OpenAL if that's the only thing you want to do, use an existing wrapper (maybe cAudio) or another simple audio library like irrKlang
i was considering caudio.
ent1ty wrote: success is a matter of concentration and desire
Butler Lampson wrote: all problems in Computer Science can be solved by another level of indirection
at a cost measure in computer resources ;)
Brainsaw
Posts: 1177
Joined: Wed Jan 07, 2004 12:57 pm
Location: Bavaria

Post by Brainsaw »

Brainsaw wrote:
ent1ty wrote:Terrains look soooo much better with detail maps :wink:
Yea ... I know ... but as this is (still) only a techdemo I won't invest too much work into the look ;)
I took another look at it and ... uploaded a new version with detailmap yesterday (also updated SVN). Looks way better ;)
Dustbin::Games on the web: https://www.dustbin-online.de/

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ent1ty
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Post by ent1ty »

I did some work on post processing shaders today.

Scene without any pp
Image

with AA (depth based)
Image

with AA and bloom
Image

The AA shader needs a bit more fiddling to be perfect, but it's close to what i want :)
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

Step back! I have a void pointer, and I'm not afraid to use it!
Radikalizm
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Location: Leuven, Belgium

Post by Radikalizm »

The bloom in the last shot seems a bit too much to me, are you using a constant value solution, or is it based on the scene luminance?
ent1ty
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Post by ent1ty »

Yeah... the bloom sucks, need to improve it too. It's using a constant value.
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

Step back! I have a void pointer, and I'm not afraid to use it!
serengeor
Posts: 1712
Joined: Tue Jan 13, 2009 7:34 pm
Location: Lithuania

Post by serengeor »

why so sharp edges?
Image
Working on game: Marrbles (Currently stopped).
ent1ty
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Post by ent1ty »

Because that one is the screen without antialiasing, lol.
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

Step back! I have a void pointer, and I'm not afraid to use it!
serengeor
Posts: 1712
Joined: Tue Jan 13, 2009 7:34 pm
Location: Lithuania

Post by serengeor »

ent1ty wrote:Because that one is the screen without antialiasing, lol.
I know its without AA...
I meant why is lighting suddenly cut off like that?
Working on game: Marrbles (Currently stopped).
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