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Posted: 07 May 2008, 17:00
by Shadow
What Kosh doesn't say.
I'm not going to show trees only.
Posted: 07 May 2008, 17:24
by Darkon
Shadow wrote:What Kosh says!
Posted: 07 May 2008, 21:55
by Creavion
Darkon wrote:Shadow wrote:What Kosh says!
You dont know Kosh? That doesnt matter, me neither
Posted: 08 May 2008, 16:01
by Shadow
Darkon wrote:Shadow wrote:What Kosh says!
Yes
Posted: 10 May 2008, 18:35
by Az
1?
2?
3?
Posted: 10 May 2008, 21:16
by Shadow
Now stop!
This tends to get silly.
As I said, if I make a preview movie, I won't show trees only
An old, funny thing born in this forum.
Posted: 10 May 2008, 21:21
by UB_
Is there an option to disable trees?
Re: An old, funny thing born in this forum.
Posted: 11 May 2008, 04:19
by Mister_Prophet
UBerserker wrote:Is there an option to disable trees?
Oh geez
Posted: 11 May 2008, 09:21
by Creavion
*snore* Not again
Re: An old, funny thing born in this forum.
Posted: 11 May 2008, 12:48
by Shadow
UBerserker wrote:Is there an option to disable trees?
No, sorry
Posted: 19 Jan 2010, 16:45
by Shadow
News/Updates/Changes since November 09
- Plane Projective Texture Mapping (Plane Projector) finished
- Testing Simple Dynamic Soft Shadows
- Sprite Emitter finished
- Mesh Emitter finished
- Beam Emitter finished
- Corona Emitter finished
- Sprite Beam Emitter finished
- Weather Emitters finished (Snow, Rain, Dust, Cloud, Wind Emitters)
- Fog Emitter finished
- Spark Emitter finished
- Software Weapon Material Shaders finished (support for Environment Maps, Emissive Materials, Specular Maps, Opacity Maps, Detail Maps and CelShading)
- implemented 2 new Light Actors, one with infinite Lighradius (aka Sunlight) and one with Lightradius exceeding the limit of 255
- New Sprites finished (Sprites with indipendent Axis and Orientation, also dynamic Fading and Scaling)
- re-worked and cleaned-up many old Class Structures
- Organisation/Concept Work for the Sandbox Mods has begun
- Recruiting Beta-Testers has begun
- Current state of Progress: 80 %
Media
Weapon Shaders
A Shock Rifle with CelShading
A Shock Rifle with emissive Materials (Self Illumination Maps)
For the emissive Material I simply used 3 VERY small Textures to create the Effect:
256x256 Pixels
64x64 Pixels
64x64 Pixels
Beam Emitters
Beam Emitter with a 32x32 Pixel Texture, uses 8 Segments, 2 Sheets
Beam Emitter with a 512x512 Pixel Texture, uses 6 Segments, 2 Sheets
Beam Emitter with a 512x512 Pixel Texture, uses 6 Segments, 2 Sheets
As you can see, a small number of Segments (around 4-32) is enough to draw cool Beams.
The first picture was chosen to show how it is made up out of connected segments.
Weather Emitters
Spark Emitter
Videos
New Sprites
Testing Simple Soft Shadows
Cloud Emitter Test
Spark Emitter
Posted: 19 Jan 2010, 19:04
by Hellscrag
Nice.
Posted: 19 Jan 2010, 20:06
by Z-enzyme
...and I was like "Wooha!!"...
Moar.
Posted: 19 Jan 2010, 20:33
by ividyon
Are those weapon shaders actual combined textures on 1 mesh or a bunch of meshes with different textures layered above each other?
Posted: 19 Jan 2010, 21:10
by Shadow
sana wrote:Are those weapon shaders actual combined textures on 1 mesh or a bunch of meshes with different textures layered above each other?
both.