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Update - The return of shadow mapping

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I finally have shadow maps back into the game. This time using HLSL. I've also coded up all 4 levels of shader detail. The only thing left is to render actors/vehicles into the shadow map @ the highest detail level. I already wrote the shaders I just have to plug it all in...

I'm also working on a lot of other things as usual, some gameplay related, some networking related.

Here are some early screenshots of the 'High' Level of detail...but first here's a breakdown of the stuff going on in these scenes. I'm pretty much at the limit of PS2.0 in terms of texture coords, and instructions. I couldn't squeeze a 3x3 filter in there for the shadows, so I'm going to try a screen space blur to smooth out the shadows @ the highest shader level of detail.

-2 1024^2 shadow maps w/2x2 filter
-Diffuse + Specular lighting.
-Cube map reflections on vehicles + buildings, modulated via reflectivity map.
-Fog of war texture.
-Dynamic lighting texture w/lights height in alpha channel.
-Luminance texture for windows

The 'Highest' level has a 2048^2 shadow map in addition to a 1024 shadow map for distant geometry. Like I said earlier, I'm going to do a screen space blur on the shadows to soften them up, instead of a 3x3PCF filter. We'll see how that works out.

- Dan

Impressive!

Well...lets just say I was coming up on a deadline in the next few weeks, and I needed a little more time...so there is another delay of a few months.

There's just so much work, days turn into months so easily. I'm just gonna keep working until it's done...and I'll be sure to post if any dates become final.

Thanks for the comment :-D

- Dan

The HQ mode is super-sweet! I hope my machine will handle it. :-)

This is absolutely hawt!
Its DAMN hard to see anything that can be improved, man!

Quote:
 Original post by dgreen02 There's just so much work, days turn into months so easily. I'm just gonna keep working until it's done...

I've been wondering this for a while but why don't you get someone to help you? I mean on the asset side of things like modelling?

PS Game looks really good :)

Quote:
Original post by error
Quote:
 Original post by dgreen02 There's just so much work, days turn into months so easily. I'm just gonna keep working until it's done...

I've been wondering this for a while but why don't you get someone to help you? I mean on the asset side of things like modelling?

PS Game looks really good :)

I did hire people for the vehicle + actor models. I looked into hiring somebody to make environment models, but that would have cost way to much, and I couldn't add more buildings at my whim. Plus there would be two different styles if I had somebody create half the buildings...and I made the rest.

The only real option for an environment artist would be hiring somebody full time to sit here and work with me, but that's not an option...I don't have that kind of $. The only other option would be to get somebody to work with the promise of$ at the completion of the project...again, the chances that would actually work out are so small, it isn't really an option. Both in terms of finding a quality artist to agree, and splitting up the $from the game in a fair way. Plus I want to remin in complete control of the game for obvious reasons. So yea, finding somebody to help with the asset creation isn't really an option for this project, once I get some$ I'll be able to hire somebody full time and remain in control of the project [the next project I guess].

- Dan

[It seems the comment order is screwed up in this entry :-)]

There is a project which provides very well modelled and textured urban environment models licensed under the Creative Commons Attribution 2.5 License, meaning that you may use them commercially if correctly credited.

Project details available at:
- http://www.lowpolycoop.com/forum/viewtopic.php?t=10
- project description

The pack can be downloaded here (includes a list of the models):
- http://www.lowpolycoop.com/forum/viewtopic.php?t=12
- file list

You can check out the invididual models by browsing through the forum:
- http://www.lowpolycoop.com/forum/viewforum.php?f=11
- example 1 (palette): http://www.lowpolycoop.com/forum/viewtopic.php?t=61
- example 2 (floodlight): http://www.lowpolycoop.com/forum/viewtopic.php?t=202

I'd like to add a little advice on rendering. I think it would look really good if you added some detail texturing to things like sidewalks, buildings when you're up close, roads, etc......

It would just make it look much more realistic.

That is a good point. The only issue is that I'm at the 8 texture limit for Shader model 2.0, I suppose I could move the luminance map into the alpha channel of the reflection map to free up the extra texture stage...if I do that I'll go for all out normal mapping. You're right though, detail texturing would be a 2-liner that would add a lot to the scenes.

The best thing to do would be to map the lumiance, reflection, and add a specular map to the R, G, B channels of a single texture...that would allow me to do normal maps + detail texturing...though I would have to use SM3.0 for that, since I'm at the instruction limit of SM 2.0 with the shadow filter enabled in the pixel shader.

Good comment, I'll see what I can do about that.

- Dan