Dinamic Blob Shadows! - Page 2

Dinamic Blob Shadows!

Discuss Lua based Spring scripts (LuaUI widgets, mission scripts, gaia scripts, mod-rules scripts, scripted keybindings, etc...)

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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Dinamic Blob Shadows!

Post by Argh »

I have almost finished revising this, so that when ON, it and normal shadows are interchangeable, and it uses Spring.GetVisibleUnits in a sphere, instead of everywhere, to speed stuff up quite a bit, a height limit, so that it doesn't attempt to draw when the camera's high enough, it has no time delay, and there are other improvements...
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Argh
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Joined: 21 Feb 2005, 03:38

Re: Dinamic Blob Shadows!

Post by Argh »

Here is the revised version. So far as I can see, it's about as fast as the original, but it turns on / off whenever regular shadows are being used, and shuts off completely when the camera is more than 4000 game units above zero. I've tested on maps with mountains, and it seems to work OK at that distance.

Any feedback would be appreciated.
Attachments
dynamic_blob_shadows.lua
Dynamic Blob Shadow Widget 0.2
(4.12 KiB) Downloaded 60 times
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: Dinamic Blob Shadows!

Post by user »

ok, and there are some small shadow projection issues that i didn't took time to fix, so these current shadows aren't perfect, after you release your changes, i will fix the last projection issues.

maybe add feature shadows too?
and maybe ground shadows?, could be made by using a few image writing tricks to make a shadow map, not sure if this is a good idea, because my BMP writer, doesn't works, i haven't finished it yet, and the TGA writer is useless .

this was going to be posted before you released it.

can you convert the ground fog widget to a gadget?, it is done for now, and my gadget is not working.
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Argh
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Joined: 21 Feb 2005, 03:38

Re: Dinamic Blob Shadows!

Post by Argh »

Have you posted the code for that? I will be more than happy to attempt to convert it...

[EDIT] No, you haven't posted the code... [/EDIT]
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Re: Dinamic Blob Shadows!

Post by LordMatt »

Gota wrote:So will it also lag on a quad core with a geforce 8?Since spring only supports one core.
I have a 2.4Ghz quad core conroe and am basically never CPU bound in spring.
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Tired
Posts: 302
Joined: 14 Nov 2005, 07:19

Re: Dinamic Blob Shadows!

Post by Tired »

Added the original version of this to SA as a mod widget defaulted to off. Seems to work fine so far.
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Argh
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Joined: 21 Feb 2005, 03:38

Re: Dinamic Blob Shadows!

Post by Argh »

Mine, or user's version? Oh, nevermind, I didn't read "original", my bad...
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: Dinamic Blob Shadows!

Post by user »

alright, i will upload it (ground fog) in widget form.

please, before editing the ground fog code, contact me.

use the argh version instead of the original, its a bunch of bytes lower, and is better at updating the unit list, but it lags 2 fps more than mine.

with mine, i have a 0 FPS drop, while using argh version, i have a 2 FPS drop, but any way argh revision is still better.

i will later make the 0.3 of this, it will have its projection issues fixed, currently the projection isn't perfect, it has a lot of things that, are just
unrealistic.
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kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Re: Dinamic Blob Shadows!

Post by kiki »

wtf is with those horrrrrible screenies?
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Dinamic Blob Shadows!

Post by [Krogoth86] »

A small note for all who are going to just download Argh's Lua widget:
You'll also need a pitch black texture for this widget if you want to have a real shadow and not a white rectangle. You can find this in user's package...
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Argh
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Joined: 21 Feb 2005, 03:38

Re: Dinamic Blob Shadows!

Post by Argh »

Er, sorry, I didn't think people would download the first without the second, my bad...
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: Dinamic Blob Shadows!

Post by user »

wtf is with those horrrrrible screenies?
taken at good resolution, resized, lowered quality, all this to lower file size.

the black texture will get changed later, this current texture, is too dense in some maps like small divide (only in 0.3, it uses shadow density to define the alpha value)
User avatar
Argh
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Joined: 21 Feb 2005, 03:38

Re: Dinamic Blob Shadows!

Post by Argh »

Um, where's the code for the fog Widget? I've got a moment, I'd like to get that working...
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Dinamic Blob Shadows!

Post by Gota »

Suggestion,maybe make the blobs a it smaller and clsoer to the units/buildings.
ATM it sometimes looks bad cause of the obvious reasons.
Maybe make it smaller and less dark :)
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: Dinamic Blob Shadows!

Post by Guessmyname »

I'm having trouble getting the test version. I think it might be corrupted or something: I can't extract the zip file.
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: Dinamic Blob Shadows!

Post by user »

my .zip files are always compressed in deflate64 compression, i knew some people would have problem with it, sorry, i will upload another one.
user
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Joined: 22 Jan 2008, 16:33

Re: Dinamic Blob Shadows!

Post by user »

Kixxe
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Joined: 14 May 2005, 10:02

Re: Dinamic Blob Shadows!

Post by Kixxe »

BUMP.

Link broken, anyone have the files?
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REVENGE
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Joined: 24 Aug 2006, 06:13

Re: Dinamic Blob Shadows!

Post by REVENGE »

Get it from CA?
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Re: Dinamic Blob Shadows!

Post by Kixxe »

Yea i got it now but i don't see the widget when i load up 1944. Can't someone just upload it so it's avalible without downloading a full mod?

Also if anyone has that awesome sepia filter that would be nice too... '_'
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