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 Post subject: Sexy Soft Shadows!1
PostPosted: Mon 16 Mar 2015, 00:50 
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I made some great progress on the graphics today! I finally got the shadow maps to work correctly. This took about 40 hours of coding to rewrite the map engine, but I think the results are definitely worth it. Whereas before the shadows were blurry and smudged the new changes allow me to generate almost pixel perfect shadows. They even cast onto the sides of the walls!! The end result is a far more 3D looking map where you really get a sense of depth. Really makes the maps look a lot nicer I think. Check them out!!

Attachment:
shadows1.jpg
shadows1.jpg [ 213.6 KiB | Viewed 2944 times ]


There are still a few bugs and things I need to tweak and optimise, but so far so good. Keep in mind that a few map changes will probably be needed, at least for the official maps. Because the lights cast shadows so much more realistically now it becomes very obvious exactly where they are placed in the map editor. Before we could get away with sloppily placing lights in places the couldn't actually be (like above the height of the light decal or something), but now it stands out a lot and you ask "where is that sexy shadow coming from??"

Anyway, very happy with the results so far. More gorgeous graphical changes to come :D


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shadows2.jpg
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 Post subject: Re: Sexy Soft Shadows!1
PostPosted: Mon 16 Mar 2015, 03:17 
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Looks awesome bence! Same with the outlines, I lol'd because shiny boxes in the bottom left hand corner were so out of place.

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 Post subject: Re: Sexy Soft Shadows!1
PostPosted: Mon 16 Mar 2015, 18:38 
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Gracias! Though what do you mean by the outlines and shiny boxes? In what picture are you referring to?

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 Post subject: Re: Sexy Soft Shadows!1
PostPosted: Mon 16 Mar 2015, 20:20 
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well thats really impressive !


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 Post subject: Re: Sexy Soft Shadows!1
PostPosted: Mon 16 Mar 2015, 22:33 
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Spanks!

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 Post subject: Re: Sexy Soft Shadows!1
PostPosted: Mon 16 Mar 2015, 23:34 
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Neat!! Good job, Ben. Keep up the good work.

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 Post subject: Re: Sexy Soft Shadows!1
PostPosted: Tue 17 Mar 2015, 03:31 
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Beautiful!
(I hope I don't have to redo lighting for my maps)

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 Post subject: Re: Sexy Soft Shadows!1
PostPosted: Tue 17 Mar 2015, 15:32 
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You might have to a little STM.. I'm not done with the lighting yet. Going to add ambient occlusion now. It'll change a few things overall so we'll see. It'll be worth it though, you're going to want those shadows looking sexy.

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 Post subject: Re: Sexy Soft Shadows!1
PostPosted: Tue 17 Mar 2015, 19:04 
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Can the lights and shadows be dynamic or they are purely static ?
Can you add light source to plasma ball and get same or simplified shadows from it?


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 Post subject: Re: Sexy Soft Shadows!1
PostPosted: Tue 17 Mar 2015, 20:37 
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These shadows are purely static. As the resolution is so much higher (256 points per tile instead of 4) it takes significantly longer to render and would slow down the gameplay too much to make this dynamic. So dynamic lights like Plasma Ball and headlights will remain with the old system, and just the map will be rendered with these sexy new shadows.

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 Post subject: Re: Sexy Soft Shadows!1
PostPosted: Wed 18 Mar 2015, 10:38 
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bencelot wrote:
These shadows are purely static. As the resolution is so much higher (256 points per tile instead of 4) it takes significantly longer to render and would slow down the gameplay too much to make this dynamic. So dynamic lights like Plasma Ball and headlights will remain with the old system, and just the map will be rendered with these sexy new shadows.


I havent noticed any shadows from plasma ball, as far as i remember.
Have you thought about making light and darkness play bigger role ? Like, having some areas where its nearly pitch black


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 Post subject: Re: Sexy Soft Shadows!1
PostPosted: Wed 18 Mar 2015, 20:59 
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Well that's up to the map maker. But I've lately tried to avoid using pitch black areas in my maps because they affect gameplay too much. And then you have situations where players can't play on a laptop outdoors because they can't see anything, or people are required to increase their montior brightness to gain a gameplay advantage etc. Overall it's all too messy I think and I'd rather just avoid having darkness play too much of a role in gameplay when it can't be controlled properly.

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