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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 :rolleyes:

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? :o

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? :o


Oh geez :lol:

Posted: 11 May 2008, 09:21
by Creavion
*snore* Not again :rolleyes:

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? :o

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

Image
A Shock Rifle with CelShading


Image
A Shock Rifle with emissive Materials (Self Illumination Maps)

For the emissive Material I simply used 3 VERY small Textures to create the Effect:

Image
256x256 Pixels

Image
64x64 Pixels

Image
64x64 Pixels


Beam Emitters

Image
Beam Emitter with a 32x32 Pixel Texture, uses 8 Segments, 2 Sheets

Image
Beam Emitter with a 512x512 Pixel Texture, uses 6 Segments, 2 Sheets

Image
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

Image

Image

Image

Image

Image

Image


Spark Emitter

Image

Image


Videos

New Sprites
Testing Simple Soft Shadows
Cloud Emitter Test
Spark Emitter

Posted: 19 Jan 2010, 19:04
by Hellscrag
Nice. :o

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.