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Eye candy

Posted: Sun Aug 19, 2007 10:21 am
by Balthazar
Ver. 0.4.0. Test 7
Image

Posted: Sun Aug 19, 2007 11:09 am
by zuzuf
you didn't activate shadows ??

Posted: Sun Aug 19, 2007 12:28 pm
by Balthazar
I don`t like shadows :lol:

Posted: Tue Aug 28, 2007 1:13 pm
by AF
Those trees and nanoframes would look a lot better if they had a more alive green look than a bright green look. Colours from the windows 98 MSPaint colour pallette tend to have a cheapening effect on whatever artwork you put them on.

Posted: Tue Aug 28, 2007 1:43 pm
by Balthazar
Well, I hope we`ll get high-detailed trees models, our artist is currently working on them.

Posted: Wed Aug 29, 2007 12:11 pm
by AF
You might also like the new Maverick and Zeus models used in XTA for spring, aswell as the higher detail arm and core commanders

Image
http://spring.clan-sy.com/screenshots/screen82.jpg

Posted: Wed Aug 29, 2007 3:52 pm
by Balthazar
Nice :D

Posted: Wed Aug 29, 2007 4:18 pm
by zuzuf
hmm, it's the same geometry, but there is a reflective effect on the model, that can be done in TA3D's 3DM format, this would require some work on existing 3do models. By the way the 3dmeditor needs some improvements too like support for writing/editing/importing/exporting vertex/fragment programs (or shaders)

Posted: Wed Aug 29, 2007 5:23 pm
by Balthazar
All modding-oriented games starts from the creating of game resource editors :)

Glad to hear that this can be done with 3dm format, but now more important to fix bugs in COB animation module.

Posted: Thu Aug 30, 2007 9:20 am
by zuzuf
hm, maybe you should make a post (as sticky) with the full list of cob bugs, so it will be easier to track and fix them.

Posted: Thu Aug 30, 2007 11:19 am
by Balthazar
It will be done :)

Posted: Thu Aug 30, 2007 11:02 pm
by AF
IIRC that's a 3do model not an s3o model.

Spring allows reflectivity on 3do units without need of a seperate format. s3o models can define their reflectivity in a second uvmap on one of the colour channels.

Posted: Sat Sep 01, 2007 12:23 pm
by zuzuf
hmm that's not difficult to add a default reflection on 3do models, but everything in the model will be reflective ...

Also with a spherical sky, we can achieve a great reflection effect :wink:

Posted: Sat Sep 01, 2007 12:56 pm
by Balthazar
And a great reduce in perfomance :D

Posted: Sat Sep 01, 2007 4:53 pm
by zuzuf
hmm, in fact this shouldn't really impact performances since 3do models are single textured, and adding a reflection effect will use only a second texture and on most GPU you have more than 2 texture units, so you won't see a performance hit since it won't require more bandwidth or memory (remember the sky texture is already loaded into video memory)

Posted: Sat Sep 01, 2007 5:34 pm
by Balthazar
Well, then it could be really some nice effect! We`ll be waiting :)