Topic: Experimental : Simple shadows

dezGusty on November 15, 2011, 02:36:28 PM

dezGusty

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Hello everyone,

I just added the option to select the shadow mode in the game. (It's in the SVN trunk).
Currently, it requires a game restart to go into effect, but you should be able to add simple shadows to the game.

Since this is an experimental feature, don't expect too much of it.
Shadows do work, but not in all forms and they can be taxing to the graphics subsystem quite a bit.
So you can choose from these options:
  • Off - you are already using it
  • Simple (Higher quality) - results in lower performance, tested and works on my machine using Direct3D and OpenGL on my machine.
  • Simple (Lower quality) - results in higher performance, but isn't seen that clearly;  tested and works on my machine using Direct3D and OpenGL on my machine.
  • Simulated (Experimental 1) - works on OpenGL, doesn't work on Direct3D on my machine
  • Simulated (Experimental 2) - works on OpenGL, doesn't work on Direct3D on my machine

Just go to the graphics options and look for the new entry.
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Comments: 18

Jorge Avila on November 15, 2011, 02:50:31 PM
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good, do you have a windows build? if you do, can you upload it? =)
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dezGusty on November 15, 2011, 03:07:48 PM
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dezGusty

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Sorry, no build yet; I'll see what I can do about it later this week.
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Jorge Avila on November 20, 2011, 03:42:42 AM
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Jorge Avila

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please, someone make a build, i would like to test it =)
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dezGusty on November 20, 2011, 03:10:00 PM
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dezGusty

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Try this link: https://rapidshare.com/files/965939781/sumwars_nightly_2011_11_20.7z

You will need 7zip. The archive will contain a portable version of the game, so it should not interfere with the normal installation of the game in any way.
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Jorge Avila on November 20, 2011, 03:30:45 PM
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Jorge Avila

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hahaha thank you! downloading :D  ;D
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greengecko on November 20, 2011, 03:32:08 PM
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Me, too ;)

(and btw cool, it´s portable :) )
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greengecko on November 20, 2011, 03:48:50 PM
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greengecko

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Hm, doesn´t work!?
It says the d3dx9_43 is missing.
Copying the other dll from the RC folder (which is d3dx9_42) does not have an effect (ok who would have thought this?) and the curious thing is:
The ogre.cfg says that it uses the OpenGL render system.
Why is it searching for the d3-dll then? o.O
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dezGusty on November 20, 2011, 04:02:32 PM
Reply #8

dezGusty

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GreenGecko: Get the latest directX update from Microsoft: http://www.microsoft.com/download/en/details.aspx?id=35

I build the game agains the official SDK from Ogre (pre-compiled release). The regular releases are done with a self compiled and customized Ogre build. So they can use different versions of DirectX.


Please let me know if the directx online update works for you.
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greengecko on November 20, 2011, 05:04:22 PM
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greengecko

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Worked, looks aweeeeeeesome :)

3 times more eyecandy now!
Mate, you gotta continue working on it :)
« Last Edit: November 20, 2011, 08:57:54 PM by greengecko »
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Jorge Avila on November 25, 2011, 12:19:44 PM
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:( it didn't worked for me, i don't know why.
It crash at the loading screen, with opengl and directx. The load screen gets frozen at the first glance.
Here i attach the log files. I'm sorry that i can't be more helpful.
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dezGusty on November 25, 2011, 04:07:51 PM
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dezGusty

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Hi;

I think it's because of sound issues.
I keep seeing this in the log:
ogg_stream::stream > specified number is not a buffer

So I assume it's a library issue. But I don't understand why. Did you use the full archive I sent you? Or did you overwrite any contents of the default installation?
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Jorge Avila on November 25, 2011, 04:38:18 PM
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it's the full file, i extracted it in a different folder.
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Jorge Avila on November 25, 2011, 05:12:35 PM
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I downloaded the directx version that you shared.
Now works very smooth.
The simple shadows is what my old videocard can run smoothly, the experimental ones are very heavy for her =)

But the simplest shadows are awesome, there are some glitches, that maybe problem of the materials.
Seems that the walls are reflecting the shadows in a better way than the floor, at least in the first scenario.

I must say that it is an amazing step for us. I'm very glad that you tried to implement them, and reached a nice result. Many thanks to you.
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Jorge Avila on November 27, 2011, 03:55:55 PM
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Hi dezGusty, i found that some elements have a strange behaviour, it may be the fault of the settings of these elements, not the materials, i tested that, and i didn't find any results. Seems like the belong to a different group or something related to the ogre code.

Here is the first thing i seen, the shield and sword cast shadows when they are at the floor, but when you wear them, they don't cast them.


The second thing is that some elements as the house cast shadows, but also lets shadows pass trough them, like they weren't solid or something. Also some element doesn't cast shadows like these two kind of fences.




As i readed here: http://loremar.frihost.org/2011/09/ogre3d-basic-cameras-lights-and-shadows/

Code: [Select]
Ogre::Entity* entNinja = mSceneMgr->createEntity("Ninja", "ninja.mesh");
entNinja->setCastShadows(true);

You have to enable shadow casting for each object, which could be really tedious in that way (should be some way more effective).

Also Stefan said that he may know what is causing that trouble, try to create a branch an share it with him, maybe he could help you.

Cheers!
« Last Edit: November 27, 2011, 03:58:51 PM by hiponboy »
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