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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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  #2551  
Old 2011-09-19, 23:46
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Maybe there's some refraction going on? Idk, doesn't look that bad.
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  #2552  
Old 2011-09-19, 23:55
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Well... I even didn`t thought about it as a chromatic aberration, it`s very intensive as it is now. It looks nice if it`s used with clear glass, but with ice... The ice is more turbid, so I guess there should be a way to control the aberration for clear and turbid bodies. Maybe if the alpha level is at certain point up or down, it should be accordingly on or off. What do you think?
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  #2553  
Old 2011-09-20, 10:53
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back to glow feature
Last comit adds a blur post process pass to any _glow.png and highlighted objects. The blur "distance" could be inversed proportional to distance camera-face, now it is constant, resulting blurring enveloppe look bigger in proportion when object is far. To my mind it doesn't look bad, Maybe you prefer it this way too ?
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  #2554  
Old 2011-09-20, 11:11
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It looks very nice. The problem now is that the glow can`t be used for the snow/ice objects. Can we keep both glow types (with and without blur)?
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  #2555  
Old 2011-09-20, 11:28
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sure, we just need to find a name for that, I've got various proposition :
_sprite.png
_emissive.png
_flat.png
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  #2556  
Old 2011-09-20, 11:40
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also a simple solution to enable/disable chromatic abberation is adding material name. I can also change the indice of refraction depending on material
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  #2557  
Old 2011-09-20, 14:18
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_eglow.png (emissive glow)? About the refraction - perfect idea, this way we could simulate different type of translucent objects (i.e. plastic, ice, glass and who knows what else).
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  #2558  
Old 2011-09-20, 15:12
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the glow is emissive too, and something glowing is usually blurred. So it cannot be named this way.
any other ideas ?
It's just a material that displays as you drawn it, with no lighting, no shader, no fanzy effects.
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  #2559  
Old 2011-09-20, 15:26
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then _bglow (for "bleeding" glow)? I`m suggesting names for the new glow effect, btw.
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  #2560  
Old 2011-09-20, 15:28
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oh I meant to find a name for the old effect. The new effect could be just _glow ...
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  #2561  
Old 2011-09-20, 17:13
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Well, I find it more easier to think out a name for the new one :P. Anyway, what about _sglow (simple glow - this time for the old glow effect)?
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  #2562  
Old 2011-09-20, 17:17
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looks like a deal, let's go for sglow then
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  #2563  
Old 2011-09-21, 10:55
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I've improved a bit the glow effect, should look smoother and more uniform now
I'd like to test sglow with a skydome or skybox, could you create an obj for it ?
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  #2564  
Old 2011-09-21, 11:55
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Added a skydome to the test folder. I thought that you`ve already added the _sglow, so the first time I made a _sglow texture. Now it uses _glow. The _glow texture adds nice bloom effect . It`s a pity though, that the texture is so bright that it`s almost white (despite the fact that it`s a gradient of the blue).
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  #2565  
Old 2011-09-21, 12:20
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I'd like to see it nightmode, with a night sky, maybe showing the emerald moon
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  #2566  
Old 2011-09-21, 13:27
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I'm not sure I'm a fan of bloom on skies
In fact I always turn it off... it's really very unnatural.

I'm beginning to like the idea of having a sky though, but not visible all the time - most times I'd like to have cameras pointing down - some parts of the map though might have a camera that's looking out to sea - might look nice then.

I'd also like to be able to swim in TPP with the catamaran - sort of BG&E style - and that would need a sky.
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  #2567  
Old 2011-09-21, 15:58
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I admit that it`s too strong now. If David makes it a little bit discreet, I`m sure it`ll be a whole bijou.
I`m making an Emerald moon model for the sky. I thought of adding another skydome, but with stars (in fact, I`ve already tried this, but I`m not so happy with the result, so I`ve got to experiment a little bit). Later I`ll post some screens.
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  #2568  
Old 2011-09-21, 17:38
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OK, here`s what I`ve manage to do. The starfield however looks a little odd to me, but if I play more with it, I think I could manage to improve it. The scene uses two domes - one for the sky and another for the stars. The moon is a separate model.
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  #2569  
Old 2011-09-21, 17:58
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The sky seems to be a bit blurry...
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  #2570  
Old 2011-09-21, 19:12
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Needs way moar stars!
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  #2571  
Old 2011-09-21, 19:14
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Great !
OK, I'll try adding the sblur feature then
The sky is too small, you see stars moving. Looks like this technic won't work, I can't have big distance and depth precision for z sorting, I'll have to think a bit. Maybe procedural + environment map will save us.
I'll see what happened with spotlights
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  #2572  
Old 2011-09-21, 19:28
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You`ll definitely should use procedurals, it`ll look more convincing. IDK, but using standard textures for sky looks awkward to me. At some point they pixelate and spoil everything (take closer look to the stars for example) .


EDIT: Changed the stars texture. They look a bit more convincing now.

@MatheusMK3: The sky looks blurry, because it`s with the glow effect, that actually is not meant for it. Since the simple glow is not working yet, I`ve used this just for the sake of the test.
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  #2573  
Old 2011-09-21, 20:20
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Ok I'm definitely loving that!

We need cloud shadows during the day!

Was thinking:

-If you want to have whole islands at once - then we're probably going to have a problem with the shadow maps.
Only solution my programming-retarded mind can think of is to generate shadow maps for the whole island, but display only the shadows at a certain distance from the character. - so that you're never pushing anything bigger then let's say a 2048x2048 texture through the gpu.
-We'd need an automatic LOD system for the objects, and some heavy mipmaps for the level itself.
-Although we can have seemingly infinite lights now I still think they're quite taxing, so I think that they would need to tie in into the LOD system by being replaced by glowing sprites with really far away lights.
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Last edited by Jasiek; 2011-09-21 at 20:30.
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  #2574  
Old 2011-09-21, 23:37
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Regarding shadowmaps: basically, you need only one shadow map, moving together with the camera. Since it is being generated in real-time manner, everything would work fine.

Perhaps you need multiple shadow maps, since you don't need such detail for level geometry and small shadow map with a bit of gaussian blur will suffice. If performance still becomes a problem... well, why do we even need dynamic shadows for the level? Moving sun is a useless feature anyway.
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  #2575  
Old 2011-09-22, 10:23
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Ambient we want a day and night cycle - with the moving sun.
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