I didn't make it!
I was actually ask that question as well, though I was just curious
This isn't SW based, as stated quite a few times in the thread. Also,
"Raz0r"I'm thinking the characters will be a special military force reserved for situations such as a severe terrorist virus outbreak.
Aaand I'm in irc.arloria.net/#SurvivalTC (Web client) pretty much all the time
I don't think it's actually set in Star Wars... at least I remember seeing that somewhere in here. Raz0r will verify! =p
EDIT: ARGH. Same time...
Question. Most people only mod JA due to the saber & force system but seeing as this is a zombie survival mod which wouldn't need any of that, why not go with a better engine like UDK or something? Even with all these additions to the graphics, you still wouldn't be able to use higher quality character models (6-8,000 tris) without fps drops. Xycaleth said something about the engine loading things using the CPU, and couldn't be fixed without losing an arm and a leg lol.
I'm comfortable with this engine, the community know me, I like modding JA. That's about it.
Moar pretty graphics updates for you!
Here's the post-processing step in order
- Calculate average luminosity and apply HDR Tonemapping
- Run a color filter over the screen
- Brightpass to remove dark pixels, repeatedly render the scene into smaller buffers and perform 7x7 gaussian blur. Additively blend these buffers to result in a nice wide bloom effect at minimal performance cost
- Place a perlin noise map and blend with the scene for film grain
- Darken the edges of the screen (Vignetting) to sub-consciously focus the player.
Now, it's time for pictures!
And for the finale, some more grand bloom.
Firstly, yes, post-processing affects your FPS because it has to render the scene with pixel shaders over and over and over (Currently using 22 framebuffers - not all are fullscreen, and I can re-use older ones later). Secondly, I am optimising my techniques (Exploiting the separability property of Gaussian blurring, downscaling/bilinear filtering and anisotropic decimation, etc) My current bloom method is exponentially faster than my original method, and produces a better and wider final bloom. The majority of my shaders are using intrinsic and optimised functionality, not that they're very complex for the most part. I have yet to test on my older computer, but I suspect if you can run the regular 5 passes of dynamic glow, these post processing effects will be fine. Lastly, each of these effects can easily be toggled off separately if you experience any performance issues.
Also did some minor work on pathfinding, but nothing to show yet.
EDIT: Ahh whatever, have a debug view of post-processing
nice progress and awesome screenshots there :P look forward to see more of this when you have done more :)
so i herd u liek radial blur.
I'm running out of post-processing effects to add, which means actual gameplay will be done soon =p To be honest, I did this for my tech demo, and figured I could port it to JK3 :3 Luckily, my tech demo will include the AI path-finding algorithm I'll be using for STC =p (I have a habit of leeching code from my own projects to cut down development time...!?)
Haven't had much time to work on this lately, but I'll have heaps of time soon. More updates to come. Criticism, ideas, helping hands etc are always welcome. I'd (soon) like to get a small team together and organise a demo so we can really get this rolling. Mainly need an experienced mapper, already got some lovely weapons from Tobe_One, The Soleulator, Silverfang etc. I'm on IRC here
I R Scary Eyeball
16th October 2006
Have you done anything about the lens flaring things I was talking about?
Hey Raz0r, did you still want to use my dual blaster aniamations? I forgot I offered them, what back in the summer? I can send them to you however you want (cfg, gla, or merged provided the right _humanoid.gla file).