Big Update about Chopper-Zone!

22 09 2007

Many things were done in the last weeks. We found the excelent model creator Fuxerz, who already created a new helicopter and some buildings.

Here are four new clips. The one on top is the newest:



Here are some new screenshots:

Water and Shoreline





The Postprocessing Collection

19 09 2007

Yesterday, I released a postprocessing collection. It has still some problems wich I´ll hopefully get fixed soon… And I hope to expand the collection in the next months, because of many usefull but not included effects, wich can be found on the net…

Here is a short extract from the Readme:

Hey,
I proudly present “The Postprocessing Collection” to you.
This is a collection of easy to use and hopefully usefull Postprocessingeffects.
I got them from all over the net, but mainly out of the 3DGS Forum.
Here goes a big thanks to PHeMoX, BoH_Havoc and XeXeS.
It may isn´t the biggest but as I hope the easiest to tweak and use collection you can think
of, but it contains at least 20 different effects with via c-script changeble values.

To use them, you need A6 Commercial and a plugin for render to texture, A6 Pro or A7 Com/Pro!
The level can be only opend with A7, sorry for this… 😉

There are some usefull functions missing, but I wanted to get it done, so I left them. Write them yourself if needed 😛

Here is an overview over the effects:

You can find the Forumpost here.





Dynamic Shadowmapping in 3DGS

17 09 2007

This is my first try on dynamic shadowmapping in 3DGS:

After I asked BoH_Havoc about dynamic shadowmapping, he leaded me to this great tutorial. I understood nearly everything and converted the given code for the use with 3DGS. I had some small problems for wich I got great help from BoH_Havoc (again, thank you such a lot). Afterwards, I tried to soften it a bit. I think it looks good, but my way to blur it causes this kid of “Halo-Effect” around the models. I´m still working on it, but I think to try myself on a more advanced algorythm soon 😉





Reflecting Water for all 3DGS Editions!

16 09 2007

reflecting ffp water in A7 Comm

By accident rvL_eXile and I noticed, that 3DGS 6.60 Extra supports effects using the fixed function pipeline. After a lot of testing I got a ffp water effect wich was written by Steempipe to work (Link ) for everyone.
Just one or two days before, ChrisB released his great render to texture plugin for free. Because of that, I tried to get realtimereflections to work with the water. I had some more problems (Link ), but found a solution now.
The effect works fine now, with my A7 Comm, but with A6 and the Plugin it has the problem, that the Engine Skyobject clips objects away in the reflection.
I think that it would be a big help for everyone if someone could figure out, how to get this working properly. Until then you´ll have to use A big boxmodel around your level as sky (Sry, I haven´t done it in the testlevel). In the testlevel, you´ll notice that problem as well because I forgot to delete the engine sky… . I as well published a version with A7 Comm. This is in the folder, so that you can see, how it should look if everything is right.
You´ll may notice some other small problems, but it is up to you to fix them

ChrisB allowed me to upload his dll together with this small package, so a big thanks to him. But he told me that I should tell you, that there are still some problems with the dll. You can find some more infos about the dll in this thread: render2texture.dll by ChrisB

Another big thanks goes to rvL_eXile, who helped me with testing (and made me slower because of asking questions about some scripts he is working on…) and created the testlevel. He asked me to tell you that all the models and textures are free to use but the skycube texture, wich was generated with the free version of terragen and can´t be used for commercial projects because of that.

Water for Everyone

You can find the Forumpost here.





Tutorial: How to add a Shadowmap to a Shader

16 09 2007

The English Version is further down!

Download the level here.
Downloade das Level hier.

Read the rest of this entry »





Dusmania 9.0

6 08 2007

I´ve been there this year 😛 It was a great event with many interesting presentations and people.

Here are the few photos I took (I just noticed that they are all made from my seat and are only fife…^^): Read the rest of this entry »





Massive 3DGS Shadercollection

23 07 2007

When I started with 3DGameStudio and creating games on my own nearly 4 Years ago, I was fascinated about Shaders but I only had A5 Standart 😛 so I couldn´t use any. But I started to collect everyshader wich was posted in the Forum that seemed to look good. Read the rest of this entry »





First part: “vbomb.fx”

12 07 2007

At first download this shader from the NVIDIA Shader Library:
http://developer.download.nvidia.com/shaderlibrary/packages/vbomb.zip

This it what it looks like in NVIDIA FX Composer and how it should look, when we are done:
vbomb NVIDIA Image

Okay, lets start!!! Read the rest of this entry »





ShaderConvertions V1.6

11 07 2007

Okay, I added one more shader (BumpyGlossyMetal) and made the other shaders to support an glossmap wich has to be in the alphachannel of the maintexture. Read the rest of this entry »





Chopper-Zone Update

10 07 2007

I made some changes to the enemies (they hold distance to the player helicopter, so that they don´t crash into it, and they stop firing when the player heli is destroyed) and scaled the waterplane much bigger so that the transition between the level and the horizon gets together with the fog much more smooth.

Here is a screen of it at night: Read the rest of this entry »