So, did a lot of rework on the old YiasEdit. UI is getting more wow-like. Shadows are now displayed. M2 models look now as they should!
Before
After
![]()
So, did a lot of rework on the old YiasEdit. UI is getting more wow-like. Shadows are now displayed. M2 models look now as they should!
Before
After
![]()
Looks nice Cromon, keep it up.. Also i wanted to ask, what language is it written in?
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Last edited by Ravenheart; 11-04-2009 at 03:27 PM.
Don't forget You're able to design your own universe.
its written in C++ and openGL.
I implemented now a little textdisplay in the top-half of the screen which displays important warnings or messages. They disappear automatically.
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Very good progress cromon, keep up the awesome work!
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thats awesome!! get that working in DX also![]()
/AFK shower
Its on a good way that it will be ported to DX. What will follow till the next release are the following three features:
- Drawing Shadows (implemented)
- Playing avi-videos (like an overview about the features) (90% implemented)
- Showing a list of keys (not yet started)
Heres a video with the shadow-thing:
[ame=http://www.youtube.com/watch?v=wm4weGfR-eI]YouTube - YiasEdit Part 10[/ame]
You know, that the shadows are only displayed, if the shadow quality is low?
So it would be much more appropriate if you calculate the shadows via the models.
wow calculates shadows for models if you set the things with mcrf correctly and quality is high.
Yes. This is Bastians point? Oo
This MCSH is useless. Only on low quality. And for that one should calculate them as they are only calculated by WoW on high.
you dont need exclusively put shadows only for models, you can put'em anywhere :P
But good point with the calculation. Maybei can implement that one day.
But you won't see the shadows if you have Quality on High, so it makes no sense.
But you cant see anything if your quality is low. So it makes sense![]()
so what? if one likes to make shadows he can, if one doesnt hes not forced to
generating the shadowmap from additional models should be possible only with renderstages (theoretically, didnt tested):
- Render terrain
- Render models with calculated shadows but with testing on position so thta only texels with same position as terrain get rendered. all of this with stencil-tracing so we have actually the shadows and intersections between models and terrain in the stencil buffer
- clear depthbuffer/colorbuffer
- render terrain with stencil test so that only the terrain at shadows and intersections get render
- go trough the adt and check the depthbuffer. if its zFar there is no shadow if its between 0 and 1 we have shadow.
It uses massive performance and im not sure if it really works, but it sounds good for something planed while taking a shower![]()
i just Dl the beta of this and it looks sick i can open it an hit the buttons but when i try to click the map it starter to load and then gives me an error.