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Roxas
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Posted: 10th Apr 2008 16:14 Edited at: 10th Apr 2008 16:15
I would like to cast shadows from players but DBPro shadow cast works only on nVidia cards and its slow!!
Also there is some shaders but my card only supports SM 1.4... What would be best method?



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Anonymous User
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Posted: 10th Apr 2008 16:25
If you mean the shadow shading commands then they work on ATI cards as well, what card do you have?

???
djchaos
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Posted: 10th Apr 2008 16:29
4 methodes to accomplish this

1: just make a basic plain and texture it with a cricle transparent gradient texture.

2: Make a flat version of the character, or take a snap of the character on all its animated frames, then when you will have a "fake" but detailed shadow that works on older graphics cards

3: Make a second camera, draw only what you want to be shaded, paste the texture to a flat plain over the 1st camera, and make the 2nd camera relly dark, and with some cleaver positioning you can accomplish shadows

and 4: i think there are some shadow shaders out there, or you could write your own

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jinzai
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Posted: 10th Apr 2008 16:32
...but are still very slow on any card I've ever had. Also, yrotate-ing spheres confused it completely in my experiment. That was some time ago, however.

I'm not sure what SM 1.4 is, but if you are talking about shader versions...upgrade your hardware if possible. Even I have a 2.0 card now, and it is probably a thing handled best by a shader anyway.
Roxas
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Posted: 10th Apr 2008 16:34 Edited at: 10th Apr 2008 16:36
Quote: "just make a basic plain and texture it with a cricle transparent gradient texture."


Was thinking of just making simple square shadow, but real shadow would look cooler. Those other methods are pain and wont make good results.

Quote: "If you mean the shadow shading commands then they work on ATI cards as well, what card do you have?"

9250

/E:
SM 1.4 = Shader Module 1.4 aka VS 1.4 & PS 1.4

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Anonymous User
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Posted: 10th Apr 2008 16:53 Edited at: 10th Apr 2008 16:56
See if this code works on your PC, if it doesn't then the shaders are not supported on your card. If it does then just read the comments and try to implement it into your engine, I already have used to it to create Half Life 2 style shadows which I will be creating a thread on soon.

Code written by Spooky:


???
Roxas
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Posted: 10th Apr 2008 17:18
Does not work.. Even when using CPU mode.

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Anonymous User
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Posted: 10th Apr 2008 17:21
Strange your card *should* support it. The only other way is to use textured plains, maybe taking a black image of the model for the side then pasting it on the floor and adjusting it's opacity.

???
Alfa x
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Posted: 10th Apr 2008 17:26
I think the best methods with fast results are:

1) to have a image (sprite like), with the shadows. When an animation hapens then the shadow is animated in a sprte like fashion.

2) Make a plain black model to do the same animations as the model of the character, then you animate at the same time the fake model. You can simulate the sun or lamps scaling the object too!

Hope this comes in handy!
Roxas
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Posted: 10th Apr 2008 17:57
Nah those would drain too much perfomance.. I just use Sphere shadow and if i get updated i make option for better shadows.

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Roxas
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Posted: 10th Apr 2008 18:18
Sorry for double post.. Im just showing how cool the Circle shadows does actually look ^^! The scene looks much better just with them

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NeX the Fairly Fast Ferret
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Posted: 10th Apr 2008 21:41 Edited at: 10th Apr 2008 21:41
I'm guessing the names in the upper right are the engine sorting the speed order out. Looks neat. Very Elite Force II.


I fail at life. No, really.
Alfa x
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Posted: 10th Apr 2008 21:55 Edited at: 10th Apr 2008 22:00
Performance is an important factor in this game?.
There aren't many objects ,not?.

Congrats in the game is looking fantastic.
Roxas
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Posted: 11th Apr 2008 08:38
Quote: "I'm guessing the names in the upper right are the engine sorting the speed order out. Looks neat. Very Elite Force II."


Thats right! Its the sorting.. But dont work with newest version cuz i need to make my own array sorting formula.. IanM Sort Array command dint work on UDT arrays sadly

*Attached is newest screen btw if anyone cares *

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Alfa x
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Posted: 14th Apr 2008 17:39
I care.
it's looking really goog.
I dont like the white text, but i also know it's temporal.

There is any chance you answer my question?
Roxas
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Posted: 14th Apr 2008 18:02 Edited at: 14th Apr 2008 18:05
Oh sorry Prefomance is important factor for this game.. It need to work in pretty "old machines" and needs space for nice visual effects

And the object count will propaply rise.. But enemy & party object count is low.

Also white text is temporary. I just started the rewrite 3 days ago so almost everything is like temporary but even still it looks better than old flare engine!

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