• What are you working on? v16
    5,004 replies, posted
[QUOTE=Dlaor-guy;28440700]How about a darker background? [img_thumb]http://i.imgur.com/svDfE.png[/img_thumb][/QUOTE] Not as good. Try some sharper shadows?
You're using Mercurial.
[QUOTE=DevBug;28440903]You're using Mercurial.[/QUOTE] I noticed that too. Mercurial is a nice VCS.
OK, sharper shadows it is then. [img]http://i.imgur.com/1zKP8.png[/img]
[QUOTE=esalaka;28441058]I noticed that too. Mercurial is a nice VCS.[/QUOTE] I prefer Git for a DVCS. I'm lazy and don't want to convert the repo. If you upload a tar of the repo I can handle it myself.
[QUOTE=Dlaor-guy;28441089]OK, sharper shadows it is then. [img_thumb]http://i.imgur.com/1zKP8.png[/img_thumb][/QUOTE] I think it would look better if the icons were on the squares on the grid instead of the crosses.
[img]http://img37.imageshack.us/img37/2208/softlighting.jpg[/img] Soft shadowing. Haven't implemented point sources for this engine yet.
The shadow looks like it's floating in my opinion.
[QUOTE=eXiv2;28441323]The shadow looks like it's floating in my opinion.[/QUOTE] Yeah. It's possible to fix this by increasing the resolution of the shadow map, but one thing at a time.
[QUOTE=Smashmaster;28441368]Yeah. It's possible to fix this by increasing the resolution of the shadow map, but one thing at a time.[/QUOTE] Make the shadow caster solid, then it probably won't look like it's floating
[img]http://img.meteornet.net/uploads/jnybio/ss2.png[/img] Ignore the super derp entity on the top left. I have a randomly coloured shield effect here - you can't really see shit in a screenshot but it's the effect from [url=http://www.youtube.com/watch?v=aGxDzqnAWOY]this video[/url] without the rotating lines (can't get them to work with my camera rrerr!!!). I changed the light attenuation a little to make it look more believable too. Currently the rendering of the map is a little garbled because the map compartmentalises itself but I didn't add any doors yet :/ Code for the shield entity for those interested: [lua] entity.ImageName = "" entity.LastEffect = 0 local EffectEvery = 10000 -- miliseconds function entity:onTick() if not self.Parent or not self.Parent.Valid then self:Remove() return end if (MilliSecs() - self.LastEffect) > 0 then self.Parent:EffectDispatch("roundshield", self.Pos.x, self.Pos.y, EffectEvery, 80 , math.random(128,255), math.random(128,255), math.random(128,255)) self.LastEffect = MilliSecs()+EffectEvery end end function entity:onSpawn() self.Size.Set(80,80) end [/lua] Edit: oh yeah and this: [lua] hook.Add("onChatMessage","defaultchat",function(ply,msg) -- This will relay to all clients with a nicely formatted message and who sent it Msg("<"..ply.Name.."> "..msg) SendChat("<green>"..ply.Name..": <yellow>"..string.sub(msg,5)) if string.sub(msg,5)=="shieldme" then local e = CreateEntity("shield") e:SetPosF(ply.Pos.x,ply.Pos.y) e:Spawn() e:SetParent(ply) end end) [/lua] :v:
Took a break and fixed it. How is it now? [img]http://i51.tinypic.com/2zpm7oy.jpg[/img]
Imgur for the win.
[QUOTE=Smashmaster;28441716]Took a break and fixed it. How is it now? [img_thumb]http://i51.tinypic.com/2zpm7oy.jpg[/img_thumb][/QUOTE] it looks like a tetris piece with a blurred dark patch under it
[QUOTE=Catdaemon;28441826]it looks like a tetris piece with a blurred dark patch under it[/QUOTE] It also looks like an upside down dick if you've got a lot of imagination. What's your point?
[QUOTE=Smashmaster;28441716]Took a break and fixed it. How is it now? [img_thumb]http://i51.tinypic.com/2zpm7oy.jpg[/img_thumb][/QUOTE] The shadow needs to be sharper and it needs to go right to the edges of the shape.
You're all working on your fancy 3D stuff while I have just started C# and created something I am quite proud of. [IMG]http://dl.dropbox.com/u/3695360/Updater%20download.png[/IMG] So far it will just go through a list and download the files, later I am hopping to make it get the files to download from a website so it only updates the files that need it.
Wait, is it the shape that's casting the shadow? If so, why does the shadow itself fall across the shape? Shouldn't the shape be above the shadow? [editline]5th March 2011[/editline] Or does it just [i]look[/i] like the shadow covers the shape, it's hard to tell.
[QUOTE=thomasfn;28442030]Wait, is it the shape that's casting the shadow? If so, why does the shadow itself fall across the shape? Shouldn't the shape be above the shadow? [editline]5th March 2011[/editline] Or does it just [i]look[/i] like the shadow covers the shape, it's hard to tell.[/QUOTE] I think it *might* be some kind of glass but yeah it's just indistinct as hell (which was the point in my original comment).
[QUOTE=Catdaemon;28441630][img_thumb]http://img.meteornet.net/uploads/jnybio/ss2.png[/img_thumb] Ignore the super derp entity on the top left. I have a randomly coloured shield effect here - you can't really see shit in a screenshot but it's the effect from [url=http://www.youtube.com/watch?v=aGxDzqnAWOY]this video[/url] without the rotating lines (can't get them to work with my camera rrerr!!!). I changed the light attenuation a little to make it look more believable too. Currently the rendering of the map is a little garbled because the map compartmentalises itself but I didn't add any doors yet :/ Code for the shield entity for those interested: [lua] entity.ImageName = "" entity.LastEffect = 0 local EffectEvery = 10000 -- miliseconds function entity:onTick() if not self.Parent or not self.Parent.Valid then self:Remove() return end if (MilliSecs() - self.LastEffect) > 0 then self.Parent:EffectDispatch("roundshield", self.Pos.x, self.Pos.y, EffectEvery, 80 , math.random(128,255), math.random(128,255), math.random(128,255)) self.LastEffect = MilliSecs()+EffectEvery end end function entity:onSpawn() self.Size.Set(80,80) end [/lua] Edit: oh yeah and this: [lua] hook.Add("onChatMessage","defaultchat",function(ply,msg) -- This will relay to all clients with a nicely formatted message and who sent it Msg("<"..ply.Name.."> "..msg) SendChat("<green>"..ply.Name..": <yellow>"..string.sub(msg,5)) if string.sub(msg,5)=="shieldme" then local e = CreateEntity("shield") e:SetPosF(ply.Pos.x,ply.Pos.y) e:Spawn() e:SetParent(ply) end end) [/lua] :v:[/QUOTE] When are you going to release it? I want to mod the shit out of it.
[QUOTE=AzzyMaster;28441991]You're all working on your fancy 3D stuff while I have just started C# and created something I am quite proud of. [img_thumb]http://dl.dropbox.com/u/3695360/Updater%20download.png[/img_thumb] So far it will just go through a list and download the files, later I am hopping to make it get the files to download from a website so it only updates the files that need it.[/QUOTE] A bit like wget -i textfile.txt but with a GUI then?
[QUOTE=Dotmister;28442189]A bit like wget -i textfile.txt but with a GUI then?[/QUOTE] More like that, then parse through the file and then get those too, if they've been changed. The text file being a filename/CRC list or something.
[QUOTE=Dotmister;28442189]A bit like wget -i textfile.txt but with a GUI then?[/QUOTE] Well it's meant to be an autoupdater for an application, so it will send the current version to a server, and the server responds with which if any files need to be downloaded.
[QUOTE=Chris220;28438197]If you want to learn the non-deprecated stuff then the newest OpenGL Superbible is pretty much the only way to go[/QUOTE] Any other suggestions for books/tutorials/guides on OpenGL ?
[QUOTE=esalaka;28442200]More like that, then parse through the file and then get those too, if they've been changed. The text file being a filename/CRC list or something.[/QUOTE] Fair enough, though wget can do that too.
[QUOTE=CarlBooth;28436630]That looks like the blood vessel that expands on the House MD intro.[/QUOTE] They work the same way.
This is what it looks like without any filtering--my old engine's way of doing it: [img]http://i.imgur.com/KMCww.jpg[/img] It's just to show what the shadowmap looks like. It's resolution is one lumel (luminosity pixel) per tile. When I crank the lumel resolution up to 64 lumels/tile, you get this: [img]http://i.imgur.com/7br3B.jpg[/img] It runs at 5 FPS, though. I'm going to optimize everything and make it only update the lighting when it detects that the world is changed, and only in places where it's been changed. EDIT: I like it more like this: [img]http://i.imgur.com/wxvIY.jpg[/img]
That bottom one is how it SHOULD be
Also try making the shadow less dark, it might help the objects not seem like they're floating a bit.
Alright. All suggestions taken into account, this is lighting a la facepunch. [img]http://i.imgur.com/YT013.jpg[/img] Resolution is 16 luxels/tile. It runs fairly well in real-time.
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