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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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  #2526  
Old 2011-09-15, 18:19
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should work as before now
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  #2527  
Old 2011-09-15, 19:29
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Yep, I think it is now. The white background though, is both confusing (the highlights over the shiny materials are more softened, because are not so intensive as the background) and irritating.
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  #2528  
Old 2011-09-15, 21:18
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I like it now.

Anyways, when will we be able to move/add the lights from the viewer? Would be nice to have a night/day switch for them.

Also, you (david) fixed the alhpa clipping and I fixed the textures (when doing transparent textures in Gimp you need to use a non-transparent layer with a mask instead of regular transparency), we could use a bit more clipping (as the background shows) and some sort of dithering at the edges?

Did you give any thought to the idea I proposed about the movement of the trees?
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  #2529  
Old 2011-09-16, 10:22
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For the trees I could write a vertex shader. I need to apply it on the object, not the faces with texture _leave.png, because I need a way to know the height of each leaves from tree center. Still you will see the stone base of trees moving, it really needs to be separated to my mind.

Some modifications :
- night/day switch on main menu
- spots emit specular too
- new lights on FF bust
- added blinking effect to one of lamposts
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  #2530  
Old 2011-09-16, 11:37
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You can always move tree center higher than stone base and remove in shader moving for vertex that height value is below center.
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  #2531  
Old 2011-09-16, 12:31
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David not really - it shouldn't move if you're able to do what I described - meaning the vertices that are of Z=0 (I'm assuming Z is height) would not move at all, while let's say vertices at Z=100 would move a meter.

This way the base of the trees will not move, the trunk will bend as it should (like it's a bit elastic), and the higher the tree the more it will move.


EDIT:

Ran a checkout now - AMAZING!

I'm guessing lights shouldn't work in day mode?
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  #2532  
Old 2011-09-16, 23:13
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I've tried a glass shader, modifying it to handle bump mapping, it deals with fresnel coeff., reflection with environment mapping
I dont have tortoise, you can copy paste the files in attached zip, and compile. If somebody comits that it would be nice
Objects with name _glass will get this shader applied
I should set it up to replace transp.
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  #2533  
Old 2011-09-17, 00:10
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Amazing!
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  #2534  
Old 2011-09-17, 00:28
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AH! PERFECT! There`s a little problem, though. The glass renders in front of everything.
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  #2535  
Old 2011-09-17, 03:27
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Quote:
Originally Posted by Horadrim View Post
AH! PERFECT! There`s a little problem, though. The glass renders in front of everything.
Maybe doing some testing on depth and another pass could fix that...
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  #2536  
Old 2011-09-17, 09:38
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David, I think that it`ll be little hard to control the models with glass if we have to make separate models for each glass object and then attach them to non glass objects. Is it possible to make it like the ocean shader for example (with texture)? In this case, the glass texture should be only one color (i.e. pure blue or pure green). This texture could be even 1x1 pixels. The idea is to get the pixel color and set the color of the glass object from it. This way we`ll be able to control not only the color of the glass, but we could assign it to separate polygons of an object, instead making separate object (take the doors for example - only the polygons for the windows could be assigned with _glass texture and the rest will be a regular one).

EDIT: Talking about the ocean shader, comes to my mind that the water doesn`t move now.
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  #2537  
Old 2011-09-17, 11:52
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Horadrim, I think that's what David sort of meant when he said he'll replace _transp with _glass - that you'll be able to assign many textures to a single model - one of them being _glass.

What interests me more though is if we'll be able to control the colour and transparency of the glass with the texture?

Let's say I want the glass to be a bit opaque in one place and more transparent in an other - like with ice - so I would change the texture to be more transparent in some places, and less transparent in others. Or could have patterns on the glass - either it be snow on the ice, or some wavy lines on a bottle that i'd like a little darker or not trasnparent.

Or if we can control the opacity of the glass - we could have shattered glass.
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Last edited by Jasiek; 2011-09-17 at 11:59.
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  #2538  
Old 2011-09-18, 21:35
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Yes, glass won't be applied per objects but per faces
what I plan to do is using 4 channels of texture. RGB would define the colour of glass, just like a matt or shiny texture, and alpha would define the amount of transparency. 0 would disable the glass effect, acting like a shiny texture, and 255 will be fully transparent still using the texture colour, typical example are glass inside a church.
As you might have noticed, bump mapping is heavily used here !
Depth sorting doesnt work yet
Chromatic abberation works, it's using the same shader as above but sending 3 rays with different indice of refraction.
ocean shader needs rewritting
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  #2539  
Old 2011-09-18, 21:59
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I`ve got no patience to start making glass/ice stuff. ^_^
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  #2540  
Old 2011-09-19, 11:58
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OK I'm correcting myself for alpha channel
0 to see glass shader, 255 to disable it completely, material is like shiny
I've comited new version, with chromatic abberation
Textures should be named _glass, and can have a _normal texture
I need some models to finish implanting this shader ...
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  #2541  
Old 2011-09-19, 13:06
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It`s getting nicer and nicer. I`ve uploaded my testing directory with some models and textures.

EDIT: I`ve noticed though, that the selection of the "glass" object is not quite working like on the other objects. In fact, it`s somehow hard to select them and the orange-blue marking doesn`t work on them.

Last edited by Horadrim; 2011-09-19 at 13:26.
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  #2542  
Old 2011-09-19, 14:29
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highlight works for glass
Did you try playing with alpha channel ? As Jasiek proposed, it would be nice to see a block of ice with opaque snow on it
Note that you don't need to have glass keyword on objects, only on texture
I didn't spoke about it before, but the glass material only let you see shiny and matt materials, meaning you can't see a block of ice behind another block of ice. I can't do it with a nice result.
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  #2543  
Old 2011-09-19, 15:28
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I`ve played with the alpha and it seems good. About the glass and the other materials, yes, I`ve noticed that other textures don`t render behind the glass objects. I`ve tried to make a glowing core of ice, under a glass model, but nothing happens. I`ll try to make some ice area stuff. I`m so eager to try out my ideas with the shader.
Speaking of the glowing stuff. I`ve noticed some polygons that doesn`t render at all, when a glow material is assigned (meaning, the others are visible, the others are missing, like they`re deleted or they`re with 100% black alpha).
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  #2544  
Old 2011-09-19, 15:55
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Could you comit a test map with some level model, a few blocks of ice with varying alpha channel and some objects with glowing ?
If it's quick to load, even better (I really enjoy the harbor map for that reason !)
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  #2545  
Old 2011-09-19, 17:19
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Okay, I will. But can you look at the glow shader? Why this with the missing polygons is happening? Update to the new revision and open the ice_core.obj from the test folder and you`ll see what I mean.
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  #2546  
Old 2011-09-19, 17:46
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Does it work now ?
It was because depth sorting was disabled, I did correct it
Note that objects are twice as brighters as they should be, for the moment ...
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  #2547  
Old 2011-09-19, 18:25
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It works fine now.

BTW, is it me or the spotlight became extremely small? Almost microscopic. And why they`re appearing in every scene, even in the "blank" ones? I thought they`re saved with the citadel map.
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  #2548  
Old 2011-09-19, 18:28
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no no, not yet, and I scaled those spotlights cause I still had the huge model .... I have no internet home !
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  #2549  
Old 2011-09-19, 18:35
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BTW, there`s a strange "aura" of red, yellow and blue colors, around the objects behind the glass stuff. I think it wasn`t there before, when you`ve implemented the shader. It`s very unnatural.
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  #2550  
Old 2011-09-19, 21:02
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I got inspired from this demo :



http://www.ozone3d.net/demos_project...ion.php?lang=1




If you dont like this effect, I remove it
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