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Little Script Adventure An open-source 3D engine with assets and tools for all future LBA fan-games.

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  #526  
Old 2010-03-04, 16:06
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phong shading is computed on the pixel shader, on the fragments. I might go back to gouraud shading to get rid of specular light.
Gouraud or phong shading is really necessary to get an idea of faces orientation !! Also it makes faces look smoother, and hide noise produced by z fight during shadow mapping. Do you remember that demo with the cube ? It looked ugly right ?
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  #527  
Old 2010-03-04, 16:07
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Quote:
Originally Posted by david38 View Post
you can't ! It's hard coded !! Depth map is double width and double height of the render window, because I consider if you render in a small window, it's because you have slow hardware, so shadow resolution adapts itself ! Try to run demo in fullscreen with maximum resolution to have the best shadows
Any chance on that becoming a variable?

depthmap_x = renderwindow_x * performance
depthmap_y = renderwindow_y * performance

performance 1 --> old PC's
performance 2 --> mini laptops, browsers
performance 3 --> regular/high performance PC's
performance 4 --> high performance PC's
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  #528  
Old 2010-03-04, 16:08
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oh... duh :P
Didn't think of that, it still runs smooth in 1280x1024. It could use some v-synch though - I never whine about that, but this time it's lack is really apparent for some reason. And the shadows are still pretty pixelated in that res.

EDIT:

I'm not saying to get rid of it...
Specular would look incredible on the metal clones, the lamps and other metal parts.
It is necessary yeah, however, just use ambient light and no or very little diffuse - or whatever is used nowadays to get that other dark tone in there... I think that the new shadows will be enough. I'm drawing the textures in a way that there's some painted in shadows, so it's not going to look like flat patches of colour without any 3d shape.

EDIT2:
Hardcoded...
I still managed to mess the lights up!!! (quite intentionally, it's no bug, have no fear)
http://img24.imageshack.us/img24/885...glfwwindow.png

:P
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Last edited by Jasiek; 2010-03-04 at 16:22.
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  #529  
Old 2010-03-04, 16:20
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The shadow map factor is a good idea, I'll add this factor in a setup file or in the console. Actually I'm thinking about choosing between 1024x1024, 2048x2048, 4096x4096, 8192x8192 (does this texture size even exists ???)
Right now shadow map width and height are not power of two, that could explain why everything is so slow !
I'm surprised about vsync problem, I'll add a code line to see if I can force it to on.
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  #530  
Old 2010-03-04, 16:35
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I deleted the "final_color" from the last line in FragmentShader.glsl and in effect got rid of the other shading... and I'm liking it this way! Of course... I'm not saying it should be totally like this, just something in between.

http://img691.imageshack.us/img691/8...lfwwindow1.png
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  #531  
Old 2010-03-04, 16:40
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phong shading can actually be graduated by changing light and material properties (hard coded)
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  #532  
Old 2010-03-04, 17:07
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Quote:
Originally Posted by david38 View Post
Right now shadow map width and height are not power of two, that could explain why everything is so slow !
Am I the only one not having problems with it then? It runs perfectly smooth apart from the v-synch.

I'm on a Athlon X2 4200+ and a Geforce 8600 GT.
This thing's almost 2 years old now... And even back then it wasn't top of the line.

Even with forced anti-aliasing 4x and anisotropic filtering 4x it runs perfectly smooth...


EDIT:
The v-synch issue went away when I moved the "image quality" slider in the nvidia control panel all the way from performance to quality. So I'm guessing it was an issue of mine?
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Last edited by Jasiek; 2010-03-04 at 17:16.
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  #533  
Old 2010-03-04, 17:27
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Well at work I have NVIDIA Quadro FX 370 and it runs SLOOOOOOOOOWWWWWWWW !!!!
But it works !
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  #534  
Old 2010-03-04, 23:01
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It runs like a charm on my PC with constantly 60FPS no matter what I do
Specs:
WinXP
Core2Duo 2,66GHz (~ 60% used by LSA)
geForce 8800GTS 340mb
3GB-Ram (25,04mb used by LSA)

But it seems like Anti-aliasing doesn't work.
Even if I force 16xAA through the nVidia-control center it doesn't get rid of those jagged edges.

anyway great work with the new shadows and as jasiek said, the leave's shadows are really nice
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  #535  
Old 2010-03-05, 14:12
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You can't remove those jagged edges by antialiasing, it's an issue that always comes with shadow mapping, unless you have a huge shadow map like 8 times bigger than rendering window.
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  #536  
Old 2010-03-05, 15:22
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Quote:
Originally Posted by Jasiek View Post
I'm pretty sure there's no self shadowing.
Are you really sure ? It works for me
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  #537  
Old 2010-03-05, 15:54
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Quote:
Originally Posted by david38 View Post
Are you really sure ? It works for me
Quote:
Originally Posted by Jasiek View Post
I'm pretty sure there's no self shadowing. Twinsen's and the Grobo's arms' shadows don't show up on their respective bodies (but the grobo and everything else will cast shadows on Twinsen and vice versa). Simply puy the characters don't cast a shadow on themselves.

Is there a way to increase the resolution of the shadows btw? I mean, from the two glsl files, can I fiddle with that myself? Just asking - I like fiddling with that stuff.


EDIT:
Scratch that, it's working fine. It's really hard to notice the it though.
. It's really hard to notice it without zooming in.
I guess that's because when I had self shadows in the remake, they also worked on the face (like the nose was casting a shadow on the face etc. or every unlit part of the model had it - I'm not sure it was that good though.).


Also, even if it will be hard to increase the shadow size, maybe there's a way to smooth, dither the edges? Also, crisp character shadows shouldn't have that problem no?
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  #538  
Old 2010-03-05, 16:21
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Oh and, is the layer with the collision boxes locked somehow? I spent a good deal of time thinking it's my Blender or my ntfs drives having permission problems, but then I edited the first layer and I can do that and save it fine. When I try to edit the second layer for the collision, I can't - even if I change stuff, it reverts back upon loading...

Mainly I'm trying to correct some annoying tree collision, or some protruding "boxes" on the grass where none should be.
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  #539  
Old 2010-03-05, 17:12
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Nevermind, figured it out - I need to use the script window thing. Is there a way to do it graphically? It would be a lot faster. Also, what about that machine shop? It doesn't seem like it's possible to create a space in there?
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  #540  
Old 2010-03-05, 17:25
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To modify collision box in second layer, select boxes you need to modify and push up or down buttons in the button interface I created. It IS graphic no ? You interact with 3D window in some way ... Also in the future you'll be able to define material, sounds, path flags etc...
You cannot go in the workshop ... because of the garden above it ! LSA only deals with one floor ! LBA1 actually has less than 1% of two-floor area and my path finding algorithms and future scenario editor are designed for one floor areas. Making it compatible with two floor areas is far too much complicate, I skip that part.
Right now I'm adding smooth shadows, forget about huge shadow maps !
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  #541  
Old 2010-03-05, 18:09
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Ok, so I guess we'll be using level transitions for these places? That wouldn't be bad actually. like some tunnels or that machine shop. Could be used to extend the gameplay. And what about elevators? Those do play a main role in LBA1.
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  #542  
Old 2010-03-05, 18:20
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That's a good idea
elevators should not be a problem
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  #543  
Old 2010-03-05, 20:13
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I was also wondering, would it be possible, to, for instance, set a flag 1 to the grass tile, to make it play a different sound. I as thinking that the ground around the trees, where the corona stretches, could make a rustling sound when you're in the tree.

Second thing, if I where to make parts of the map animated (like the trees or the grass, or those two little strips on the air conditioner outside the pharmacy) would it show in the game?

This also reminds me I still have to make the pharmacy sign. And stick the posters around.
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  #544  
Old 2010-03-05, 23:55
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Here's the updated nearpharmacy.blend

http://www.sendspace.com/file/7xrys4

I added posters and the pharmacy sign. And I noticed that transparency is not working in this new version. Both the flasks and the lamps look weird. Is it because of the material you're using not supporting it?

The flasks actually look good... marble-like. And for some strange reason the lamp posts are not receiving any light? They're not shining like everything else anyway...


EDIT:
Btw. when running around LBA1 today I noticed that the characters in LSA are too big. The grobo should be smaller then Twinsen, and Twinsen should be a tiny bit shorter. A good measure is that place on the map with the window - it's made precisely like that in LBA1, and in the game Twinsen hardly reaches the middle part of the window (the " ----- " ).
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Last edited by Jasiek; 2010-03-06 at 01:14.
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  #545  
Old 2010-03-06, 10:59
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Almost all posters don't have texture packed, and also one of the bottle of the pharmacy sign.
The best to animate trees, grass, etc ..., is to consider them as characters : a mesh and an animated 3/4 bones armature should be enough, with one or two animation.
About the sounds you can add as many material as you want. Well actually maximum is 256.
I have to study this problem of lighting and transparency
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  #546  
Old 2010-03-06, 11:35
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also, I think it would be even better to consider all the windy objects (trees, grass, flags ...) as a single objects
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  #547  
Old 2010-03-06, 20:07
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Weird, I'm positive I packed them. I'll upload them on Monday when I'm home.
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  #548  
Old 2010-03-08, 02:26
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get the version of LSA with soft shadows here
you can move the light with numpad
shadow map is fixed to 4096x4096
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  #549  
Old 2010-03-08, 09:50
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I'm dying to see it, I'll be home late at night though. Can you post a screenshot?
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  #550  
Old 2010-03-08, 10:26
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