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Nexerade

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Posts posted by Nexerade

  1. But what would happen if 1 object would push another object from it's path? (I mean it takes more code to make it work)

    If they are just have rails to move - they don't use any brain to bypass obstacles.

    Actually same with NAV meshes, as much as I know (Maybe I'm wrong, it's possible) they don't check anything on their way.

     

    But yeah, I guess it's not that hard to make them get directions again once something changed their old direction.

  2. Ah, I see.

    You should use black fog to make it look like the screenshot above.

    I'm pretty sure Shadmar has made a fog shader you can use.

     

    Yes, but I guess fog will not help me with alternative shadows. biggrin.png Did someone made vertex shadows, or... something? I don't know much about shadows, all that I know that they are expensive as hell!

  3. So... You want light, but don't want light.

    And you want colored light, but don't want colored light.

    I'm confused O.o

    Is it emissive materials you're after, so it only affects the torches?

     

    Aww. sorry for my bad english! I'm trying to explain. I need something for player to say: "Hey, it's cave, but it has torches", and in the same time I don't want to use pixel-light, cause it's too expensive!

  4. I don't actually need light, cause I have bright ambient light, but in some places I need to have orange, blue, green etc light. I don't want to color walls, cause it's weird if torches would paint all the cave's rocks into orange. Any ideas?

     

    Or, maybe, I really should remove all the light from my game, but I have no idea how to make it looks like this:

    Kings_Field_II_gameplay.jpg

     

    With bright ambient light all I have is this:

     

    8xKKBU6.jpg

     

    Don't look at FPS! It's fine in game, screenshot just was made at map-initialization, so it's fine!

  5. Wow thank you. That really helped a lot.

     

    Outdoor areas you saw was just there because map is not complete. I'm not planning to add any outdoor areas yet.

    I'm just adding walls in the very last moment, cause firstly I want to create topology of the map.

    Thank you again for the help.

     

    ***By the way, if you really liked my map - you should play King's Field 1 in US/EU or King's Field 2 in JP (It's the same game), cause this is my source inspiration.

  6. You can put 20 light sources but you will need to be mindful of how many are creating dynamic shadows. Constantly updating realtime shadows from multiple pointlights will drop framerate dramatically.

     

    But what am I suppose to do? How are you guys lightening scenes?

  7. If you want to hack in your own fog, add this to the bottom of all fragment shaders you use just before } to add fog.

     

    vec4 fog=vec4(1,1,1,0.05); // R,G,B,strength
    #define LOG2 1.442695
    float z = gl_FragCoord.z / gl_FragCoord.w;
    float fogFactor = clamp(exp2(-fog.w*fog.w*z*z*LOG2),0.0,1.0);
    gl_FragColor = mix(vec4(fog.xyz,1.0), gl_FragColor, fogFactor);
    

     

    For terrain :

     

    terrain.shader, just before gl_FragData[0] = outcolor; add :

     

    vec4 fog=vec4(1,1,1,0.05); // R,G,B,strength
    #define LOG2 1.442695
    float z = gl_FragCoord.z / gl_FragCoord.w;
    float fogFactor = clamp(exp2(-fog.w*fog.w*z*z*LOG2),0.0,1.0);
    outcolor = mix(vec4(fog.xyz,1.0), outcolor, fogFactor);
    
    

     

    A more elegant way would be to add vec4 fog as a uniform and send color and density from your app using SetVec4

     

     

    EDIT: sorry Andy if I'm also derailing your post.

     

    I have a black screen when I put this to ambientlight.shares. I guess it's no more working? :c

  8. I have FPS drops on my game when watching to center of the map.

     

    Once my map become "big" actually it's not, but it's no more "demo-sized" and more than maps in Half-Life 1, Editor sometimes freezes and then only way is to kill the program.

     

    How is the render works? Is there any special triggers for non-render zones or do I have to paint outside walls into invisible like in Source Engine?

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