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You have tested TA3D, share your experience /
Vous avez testé TA3D, venez partager votre expérience
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Balthazar
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Eye candy

Post by Balthazar » Sun Aug 19, 2007 10:21 am

Ver. 0.4.0. Test 7
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zuzuf
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Post by zuzuf » Sun Aug 19, 2007 11:09 am

you didn't activate shadows ??
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Post by Balthazar » Sun Aug 19, 2007 12:28 pm

I don`t like shadows :lol:

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AF
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Post by AF » Tue Aug 28, 2007 1:13 pm

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.

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Post by Balthazar » Tue Aug 28, 2007 1:43 pm

Well, I hope we`ll get high-detailed trees models, our artist is currently working on them.

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Post by AF » Wed Aug 29, 2007 12:11 pm

You might also like the new Maverick and Zeus models used in XTA for spring, aswell as the higher detail arm and core commanders

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

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Post by Balthazar » Wed Aug 29, 2007 3:52 pm

Nice :D

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Post by zuzuf » Wed Aug 29, 2007 4:18 pm

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)
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Post by Balthazar » Wed Aug 29, 2007 5:23 pm

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.

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Post by zuzuf » Thu Aug 30, 2007 9:20 am

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.
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Post by Balthazar » Thu Aug 30, 2007 11:19 am

It will be done :)

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Post by AF » Thu Aug 30, 2007 11:02 pm

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.

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Post by zuzuf » Sat Sep 01, 2007 12:23 pm

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:
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Post by Balthazar » Sat Sep 01, 2007 12:56 pm

And a great reduce in perfomance :D

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Post by zuzuf » Sat Sep 01, 2007 4:53 pm

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)
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Post by Balthazar » Sat Sep 01, 2007 5:34 pm

Well, then it could be really some nice effect! We`ll be waiting :)

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