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Raz

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  1. Raz

    Shadow offset

    Hmm, that makes sense. Adding a "roof" solved the issue. Thanks!
  2. Raz

    Shadow offset

    Hi everyone, I'm currently working on a scene with a lot of geometry intersections and stumbled across the issue of shadow offsets and then other shadow issues if it's set too low. Do I have to live with either the offsets (because they look like **** and sort of ruin the scene) or the shadow artifacts occuring with small shadow offset or is there a way to work around that?
  3. Thanks guys! It's true that this test scene looks rather brown, but that's due to the lighting settings. Generally, we try to have a balanced and varied color palette for the game. Here's a shot of the same scene at noon, to demonstrate what I mean:
  4. DEUS VULT Hello Leadwerks community, it took a rather long while but after many setbacks we have decided to show what has happened in the development of Deus Vult so far. Most people don't know the project yet, so here's a little introduction: Deus Vult is, essentially, a strategy game with role playing elements (or vice versa, depending on how it is played). In short, you can think of it as a mix between Mount&Blade and the Total War series. The player will be able to control his character in 3D combat while being able to give orders and arrange battle plans. However, most tactical decisions will need to be made before the battle. Only rudimentary changes are possible during the fighting because the combat itself is going to be the core of the gameplay. Beside the battlefields the game will play out on a turn based strategy map, where the player will be able to travel, plan his military campaigns and manage his fiefs. Set during the third crusade, we aim for a historical and realistic, but at the same time entertaining, playing experience. This is only a short overview, we have pages and pages of design documents and if you have any further questions about the gameplay, we will be happy to give you a more detailed answer. We are, currently, a team of six: A project leader (who also takes care of animations), two 2D/3D artists (I'm one of them), a designer/writer (who has been part of the team that developed Mount&Blade and who has published several books), a composer and a programmer (with a master degree in game design). As a programming language we chose C#. Download link (current release build) No gameplay yet Still rather unpolished, known bugs include buggy SSAO edge recognition, AA is not working and no proper animations for strafing and walking backwards Simply extract the .zip file and run Deus Vult.exe in the folder, you might have to click on the main window to have it start properly Screenshots of the release build: We are always looking for dedicated new team members, especially programmers (C#); comments, criticism and questions appreciated
  5. It should be a lot more opaque and maybe have a detail normal map for smaller ripples, because I think right now the water looks a bit too plain.
  6. What version do you use? I don't see any "Best Quality" option while baking. Anyway, bake mode should obviously be "Normals", Normal Space should be Tangent and Edge splitting doesn't matter too much. Make sure you tick selected to active and select the high poly version first and then the low poly model. Using 2.6 with those settings works perfectly fine for me.
  7. Figured out my problem, thanks to klepto2's scene loader code.
  8. Been having some problems loading the terrain manually. In some areas the layer blend well, where as other areas not at all. For each layer I set the following values. Texture Bumpmap Scale Rotation TerrainLayerMappingMode Color Blend TextureConstraints Am I missing something?
  9. I see. I tested my material on the standard LE hands and it does work just fine, so the model is apparently the problem here... Getting art assets into the game is just so difficult with Leadwerks... Thanks for your help so far, but I really don't have a clue what could cause that sort of problem with the model. Does anybody have an idea?
  10. I do and it doesn't work okay If I drop the specular in the pixel shader only the diffuse map works. Did anyone ever have an animated character working with both specular and normal mapping?
  11. With what shaders did you get the bumpmapping to work then?
  12. A somewhat related question... When I use the exact same shader setup for a skinned character, I can only get the specular mapping to work. If I add "bumpmap" either in the pixel or vertex shader I don't get any normal mapping and if I add it to both shaders there's only a dark diffuse texture (similar to what gamecreator describes). Here's my material file: texture0="abstract::surcoat.dds" texture1="abstract::surcoat_nrm.dds" gloss=0.1 shader="abstract::mesh_skin_diffuse.vert","abstract::mesh_diffuse_bumpmap_specular.frag" shadowshader="abstract::mesh_shadow_skin.vert","" Any clues?
  13. Wouldn't you need a second texture for having specular and normal mapping anyway?
  14. That looks pretty good! And you're right, that definitely gets rid of the cheesy look bloom usually has.
  15. Even though you said you haven't seen any visual artifacts, having the branches intersect with the trunk usually results in awkward lighting, i. e. the shading often creates a sharp looking edge at the intersection. Depending on the type of tree that might be rather irrelevant (like a palm for example), but it can look really bad on major branches on broadleaf trees. For smaller branches and especially LOD models it usually doesn't matter that much, though.
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