frostbyte wrote:mmm just played this tune i posed together in sync with your trailer( sorry for nagging on this...i'm a musician... )
i've opened the two links and silenced your trailer...much better...actually quite funny...try it... (-:
i'll try that
frostbyte wrote:i did'nt know ogres particle system can do stuff like that...never played with it enough....good to know, i thought you did something with fog shaders...
The particle system is very outdated regarding its tools. But is possible to make good things if you dedicate some time.
And those screenshots are outdated now, we do acctualy use depth fog for atmospheric fog
wow, nice dusty sunset....maybe this will be the first game i'll buy on steam...assuming i can just sit and watch the sunset...
sometimes i find my self just enjoying SKYX sunsets over and over( i call it testing (-: )..the atmospheric-fog thing realy adds value...
its nice for me to see how cg artist put code into use, i never thought of using atmospheric-fog as dust...have a lot to learn...thanks for the tip....
the woods are lovely dark and deep
but i have promises to keep
and miles to code before i sleep
and miles to code before i sleep..
Right now, we are creating screen effects for status, like low HP, cold, heat, hunger. Some new cloths is on the way too, along with animals animations and IA.
Then we need to work some optimizations and soon, Early Access =]
root->getHlmsManager()->setShadowMappingUseBackFaces(false); but you'll need to play with the bias again
this is really hard to fix, adjusting the bias and UseBackFaces may fix some cases but break others... a better solution is to implement normal based bias and/or contact shadows