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Work in Progress / * X-Quad Editor News * - New interface & Smoother rendering.

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Freddix
AGK Developer
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Location: France
Posted: 30th Mar 2006 18:37
1 / Advanced Terrain Molder :
The terrain molder is fully working and own now a new graphical interface :


2 / Smoother rendering :
Once the ATM get finished and fully functional, I've worked a bit more on terrains. Now I setup the terrains normals so, it can be lighted by ambient light and RealTime Sky System too.
It gives that result :


3 / New Interface :
After this, I've worked on a new interface scheme. Why ? simply because there are so many options in screen that the display of the map become smaller so, each window at the bottom can be minimized to allow user see more of the map.
Here is a serie of snapshots that show the system running :
A:All opened

Bnly objects window is maximized. Others are minimized

C:All minimized


All we have to decide is what to do with the time that is given to us.
French gui
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Posted: 30th Mar 2006 18:55
Ca a vraiment l'air professionnel! Bravo Fred!

Freddix
AGK Developer
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Posted: 30th Mar 2006 18:58
just for pleasure, a snapshot without the tile-mire to appreciate the environment rendering :



All we have to decide is what to do with the time that is given to us.
Silvester
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Location: Netherlands
Posted: 30th Mar 2006 20:37
WOW that looks good,
What format it exports?

[href]www.freewebs.com/edromeproductions[/href]
look there for all my model packs latest updtes and other stuff!
(its not old yet)
MikeS
Retired Moderator
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Location: United States
Posted: 31st Mar 2006 02:48
Cet très magnifique Freddix.

I love the new interface and the new terrains make this package even more attractive. Keep up the great work!



A book? I hate book. Book is stupid.
(Formerly Yellow)
Freddix
AGK Developer
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Posted: 3rd Apr 2006 01:00
thanks for all your comments.

Here are some more snapshots showing last updates.

I try to make X-Quad Editor as WYSIWYG as possible.
Now simple skyboxes and Real-Time Skyboxes are displayed in editor :

Simple Skybox :


Real-Time Skysystem :


All we have to decide is what to do with the time that is given to us.
Seppuku Arts
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Location: Cambridgeshire, England
Posted: 3rd Apr 2006 01:12 Edited at: 3rd Apr 2006 08:13
aww what the heck, je suis magnifique au français

I love the looks of this, been waiting ever since I clicked on your sig

Don't ask, I just have to put my friends duck in my sig
Freddix
AGK Developer
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Posted: 5th Apr 2006 01:52
**thanks for all positive comments**

I actually try to use some shaders for water/ocean rendering ... but I don't really find what I want.

Here are some *tests* snapshots :




I try to find a water shader that uses Reflection shading instead of cubemap founded if several ocean(s) shader(s)
If someone can help ...

All we have to decide is what to do with the time that is given to us.
Lukas W
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Posted: 5th Apr 2006 09:48
here is something we got for Pirates of Port Royale (that awesome game noone's heard of for months)

it needs:
* 1 free camera
* 2 free texture slots (water texture, reflection texture (from camera))
* 1 free effect slot

enjoy

my forum - still in development

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Silvester
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Posted: 5th Apr 2006 10:42
This almost looks like a Professional Engine!

[href]www.freewebs.com/edromeproductions[/href]
look there for all my model packs latest updtes and other stuff!
(its not old yet)
Freddix
AGK Developer
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Posted: 5th Apr 2006 11:08
@Lukas W : Thanks I'll try it now.
@STLON : Thanks too

All we have to decide is what to do with the time that is given to us.
Sergey K
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Posted: 5th Apr 2006 12:36
ahh you have used same water shader like i did, eh?
http://gogetax.com/blo/bluelight%20online%20screenshots/blo013.jpg
but mine is a lil bit more tiled (i did it like that )

MyNewSite:http://gogetax.com
Forums(About BLO and more):http://gogetax.com/forum
Diablo 3D
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Posted: 5th Apr 2006 13:03
How the hell do you use a water shader? I dunno what the hell needs to be done in order to make realistic reflected water. I've seen it on Dumbo(w) and Cool, Blue Light Online and now this! How do you do it?

"Why do I look at you and see myself? You look like my father, but you can't be. He died! Just who the hell are you?"
"I know this sounds crazy, but I'm you!"
Freddix
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Posted: 5th Apr 2006 13:42
@Gogetax & RooMilne : I simply used the default NVidia Ocean.fx given with old version of FX Composer

@Gogetax : really nice snap :p

@Lukas.W : I make some tests with your shaders but I don't find the wayt to mix the water texture I use and the camera image ... strange ... but your one is really interesting for me to study and find the best solution for x4

All we have to decide is what to do with the time that is given to us.
Sergey K
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Posted: 5th Apr 2006 14:02
Quote: "@Gogetax & RooMilne : I simply used the default NVidia Ocean.fx given with old version of FX Composer"

humm.. i wondering when i found my water effect.. that was long time ago..

MyNewSite:http://gogetax.com
Forums(About BLO and more):http://gogetax.com/forum
Lukas W
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Posted: 5th Apr 2006 20:48
hmm, i wouldn't it just be as simple as just load a different texture for the water?

i dont have dbpro installed (i just re-installed windows because it wouldn't boot windows anymore ) so i can't try it out..

my forum - still in development
Freddix
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Posted: 5th Apr 2006 21:42
@Lukas.W :
Here is my last results (and best one) with your shader :



All we have to decide is what to do with the time that is given to us.
Lukas W
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Posted: 6th Apr 2006 00:48
that look awesome

my forum - still in development
Freddix
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Posted: 6th Apr 2006 00:52 Edited at: 6th Apr 2006 00:52
I made some changes especially with the camera used. Instead of positionning it to the same coordinate thant the main camera, it is positionned as a mirrored position from the water plain.
( 0 - Camera Position Y() )
it is better

Thanks

All we have to decide is what to do with the time that is given to us.
Bizar Guy
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Posted: 6th Apr 2006 02:35
Looks absolutely amazing, especially with the PoPR water effect!!!

Also looks very easy to use. Excellent work.

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