2d text comming out of 3d models never works out well. But we will see. Its an easy fix if thats all though. I am just saying thats stands out as a high probability.
2d text comming out of 3d models never works out well. But we will see. Its an easy fix if thats all though. I am just saying thats stands out as a high probability.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
Shoot Many Robots was made using Demiurge’s own tech, the Seoul Engine. One of the neat features we built in is the ability to cycle through different render modes on the fly to help identify bugs - and it just looks awesome. The video shows how it looks in action, and I’ll explain here a little more about what you’re seeing in each of these modes.
Outline Mode:
This mode shows the subtle line rendering that we apply to all scenes to give the game a more stylized feel, similar to a comic book. You can also see the ambient occlusion here, which is giving all of the objects in the world some shading. This mode is surprisingly playable in this state – anyone wanna see a Line Mode DLC??
Unlit Mode:
This mode shows the world without any lighting or post-processes like line rendering. Essentially, it’s what the game would look like if we didn’t add anything to the basic geometry and textures. Seeing this next to the final rendering shows just how much is improved by adding lights and post-proc!
Lighting Mode:
This mode removes all textures and just shows the lighting. Many areas use colored lights to bring out certain accents, as well as create a mood in a scene. It makes everything look like a winter wonderland… or maybe more of an ice-pocalypse.
Light Viz Mode:
This mode shows the size and shape of the dynamic and static lights. We like to call this mode “Limbo Mode†because it makes our game look like the downloadable game, Limbo.
Normals Mode:
This mode shows the geometry normals, which can help us see what’s going on when surfaces get turned inside-out in 3DS Max. In Cotton Candy Land, normals mode is extra normal.
Light Complexity Mode:
This mode shows how many lights are touching each object. The more lights that are affecting an object, the whiter it becomes.
Scene Complexity Mode:
This mode is showing the order in which things are being rendered. If a scene is too white, that means there are too many things being rendered at once, and we need to either cut down on the number of objects, or occlude them more efficiently. We use a reverse painter’s algorithm to optimize the rendering. This algorithm’s metaphor comes from the technique painters use to paint things from the background first and work their way into the foreground. If we render things too far in the distance, or things that are being covered up by foreground elements, we’re wasting valuable processing time. The reverse painter’s algorithm fixes this problem by rendering things in the foreground first and the background last.
I wonder if we should try a certain setting for 3D...There seem to be many!
Shoot Many Robots was made using Demiurge’s own tech, the Seoul Engine. One of the neat features we built in is the ability to cycle through different render modes on the fly to help identify bugs - and it just looks awesome. The video shows how it looks in action, and I’ll explain here a little more about what you’re seeing in each of these modes.
Outline Mode:
This mode shows the subtle line rendering that we apply to all scenes to give the game a more stylized feel, similar to a comic book. You can also see the ambient occlusion here, which is giving all of the objects in the world some shading. This mode is surprisingly playable in this state – anyone wanna see a Line Mode DLC??
Unlit Mode:
This mode shows the world without any lighting or post-processes like line rendering. Essentially, it’s what the game would look like if we didn’t add anything to the basic geometry and textures. Seeing this next to the final rendering shows just how much is improved by adding lights and post-proc!
Lighting Mode:
This mode removes all textures and just shows the lighting. Many areas use colored lights to bring out certain accents, as well as create a mood in a scene. It makes everything look like a winter wonderland… or maybe more of an ice-pocalypse.
Light Viz Mode:
This mode shows the size and shape of the dynamic and static lights. We like to call this mode “Limbo Mode†because it makes our game look like the downloadable game, Limbo.
Normals Mode:
This mode shows the geometry normals, which can help us see what’s going on when surfaces get turned inside-out in 3DS Max. In Cotton Candy Land, normals mode is extra normal.
Light Complexity Mode:
This mode shows how many lights are touching each object. The more lights that are affecting an object, the whiter it becomes.
Scene Complexity Mode:
This mode is showing the order in which things are being rendered. If a scene is too white, that means there are too many things being rendered at once, and we need to either cut down on the number of objects, or occlude them more efficiently. We use a reverse painter’s algorithm to optimize the rendering. This algorithm’s metaphor comes from the technique painters use to paint things from the background first and work their way into the foreground. If we render things too far in the distance, or things that are being covered up by foreground elements, we’re wasting valuable processing time. The reverse painter’s algorithm fixes this problem by rendering things in the foreground first and the background last.
I wonder if we should try a certain setting for 3D...There seem to be many!
Grab the debugger https://s3.amazonaws.com/-HeliX-/DLLS/Debug.zip
grab shadows then follow instructions to disable it. here http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1365862
[quote name='eqzitara' date='07 April 2012 - 03:23 AM' timestamp='1333768994' post='1392911']
Grab the debugger https://s3.amazonaws.com/-HeliX-/DLLS/Debug.zip
grab shadows then follow instructions to disable it. here http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1365862
Grab 2d text/hud and zip it post here.
[/quote]
K just finished dinner...getting into it now. will report back with my first debug
[quote name='sammaz' date='07 April 2012 - 03:39 AM' timestamp='1333769944' post='1392916']
K just finished dinner...getting into it now. will report back with my first debug
[/quote]
Found HUD shader
0xD9DCCA9D
PS:59
0x31AF0517
I also want to push a few layers back if possible like Mama did with Skydrift.
This layer needs to be pushed back...
0xD9DCCA9D
PS:272
0x8D87753C
some more screens of the HUD disabled vs. Enabled...looks much better disabled. No luck isolating the Shadows individually...sometimes I hit a shader that disables them and a lot more so I think I need to find just the shadows one
[quote name='sammaz' date='07 April 2012 - 03:39 AM' timestamp='1333769944' post='1392916']
K just finished dinner...getting into it now. will report back with my first debug
Found HUD shader
0xD9DCCA9D
PS:59
0x31AF0517
I also want to push a few layers back if possible like Mama did with Skydrift.
This layer needs to be pushed back...
0xD9DCCA9D
PS:272
0x8D87753C
some more screens of the HUD disabled vs. Enabled...looks much better disabled. No luck isolating the Shadows individually...sometimes I hit a shader that disables them and a lot more so I think I need to find just the shadows one
[quote name='sammaz' date='07 April 2012 - 04:05 AM' timestamp='1333771508' post='1392920']
Found HUD shader
0xD9DCCA9D
PS:59
0x31AF0517
I also want to push a few layers back if possible like Mama did with Skydrift.
This layer needs to be pushed back...
0xD9DCCA9D
PS:272
0x8D87753C
some more screens of the HUD disabled vs. Enabled...looks much better disabled. No luck isolating the Shadows individually...sometimes I hit a shader that disables them and a lot more so I think I need to find just the shadows one
[/quote]
[quote name='sammaz' date='07 April 2012 - 04:05 AM' timestamp='1333771508' post='1392920']
Found HUD shader
0xD9DCCA9D
PS:59
0x31AF0517
I also want to push a few layers back if possible like Mama did with Skydrift.
This layer needs to be pushed back...
0xD9DCCA9D
PS:272
0x8D87753C
some more screens of the HUD disabled vs. Enabled...looks much better disabled. No luck isolating the Shadows individually...sometimes I hit a shader that disables them and a lot more so I think I need to find just the shadows one
http://shootmanyrobots.com/
I am hoping that it is like Trine 2 with guns!
http://shootmanyrobots.com/
I am hoping that it is like Trine 2 with guns!
HELIX MOD NEWS
Worked on these Helix Mods ---> PURE MX vs. ATV : REFLEX TOY SOLDIERS CRASH TIME 4 BANG BANG Racing
Dual CPU Tyan S7002 (2) Intel Xeon X5550 @ 3.1Ghz 12G DDR3 16 Cores (Logical) 8 Cores (Physical)
Galaxy GTX 670
If it does see if you can grab it with helix's debugger.
If it does see if you can grab it with helix's debugger.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
http://vimeo.com/37683381
Looks good in 2D
http://vimeo.com/37683381
Looks good in 2D
HELIX MOD NEWS
Worked on these Helix Mods ---> PURE MX vs. ATV : REFLEX TOY SOLDIERS CRASH TIME 4 BANG BANG Racing
Dual CPU Tyan S7002 (2) Intel Xeon X5550 @ 3.1Ghz 12G DDR3 16 Cores (Logical) 8 Cores (Physical)
Galaxy GTX 670
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
Render This
Shoot Many Robots was made using Demiurge’s own tech, the Seoul Engine. One of the neat features we built in is the ability to cycle through different render modes on the fly to help identify bugs - and it just looks awesome. The video shows how it looks in action, and I’ll explain here a little more about what you’re seeing in each of these modes.
Outline Mode:
This mode shows the subtle line rendering that we apply to all scenes to give the game a more stylized feel, similar to a comic book. You can also see the ambient occlusion here, which is giving all of the objects in the world some shading. This mode is surprisingly playable in this state – anyone wanna see a Line Mode DLC??
Unlit Mode:
This mode shows the world without any lighting or post-processes like line rendering. Essentially, it’s what the game would look like if we didn’t add anything to the basic geometry and textures. Seeing this next to the final rendering shows just how much is improved by adding lights and post-proc!
Lighting Mode:
This mode removes all textures and just shows the lighting. Many areas use colored lights to bring out certain accents, as well as create a mood in a scene. It makes everything look like a winter wonderland… or maybe more of an ice-pocalypse.
Light Viz Mode:
This mode shows the size and shape of the dynamic and static lights. We like to call this mode “Limbo Mode†because it makes our game look like the downloadable game, Limbo.
Normals Mode:
This mode shows the geometry normals, which can help us see what’s going on when surfaces get turned inside-out in 3DS Max. In Cotton Candy Land, normals mode is extra normal.
Light Complexity Mode:
This mode shows how many lights are touching each object. The more lights that are affecting an object, the whiter it becomes.
Scene Complexity Mode:
This mode is showing the order in which things are being rendered. If a scene is too white, that means there are too many things being rendered at once, and we need to either cut down on the number of objects, or occlude them more efficiently. We use a reverse painter’s algorithm to optimize the rendering. This algorithm’s metaphor comes from the technique painters use to paint things from the background first and work their way into the foreground. If we render things too far in the distance, or things that are being covered up by foreground elements, we’re wasting valuable processing time. The reverse painter’s algorithm fixes this problem by rendering things in the foreground first and the background last.
I wonder if we should try a certain setting for 3D...There seem to be many!
Render This
Shoot Many Robots was made using Demiurge’s own tech, the Seoul Engine. One of the neat features we built in is the ability to cycle through different render modes on the fly to help identify bugs - and it just looks awesome. The video shows how it looks in action, and I’ll explain here a little more about what you’re seeing in each of these modes.
Outline Mode:
This mode shows the subtle line rendering that we apply to all scenes to give the game a more stylized feel, similar to a comic book. You can also see the ambient occlusion here, which is giving all of the objects in the world some shading. This mode is surprisingly playable in this state – anyone wanna see a Line Mode DLC??
Unlit Mode:
This mode shows the world without any lighting or post-processes like line rendering. Essentially, it’s what the game would look like if we didn’t add anything to the basic geometry and textures. Seeing this next to the final rendering shows just how much is improved by adding lights and post-proc!
Lighting Mode:
This mode removes all textures and just shows the lighting. Many areas use colored lights to bring out certain accents, as well as create a mood in a scene. It makes everything look like a winter wonderland… or maybe more of an ice-pocalypse.
Light Viz Mode:
This mode shows the size and shape of the dynamic and static lights. We like to call this mode “Limbo Mode†because it makes our game look like the downloadable game, Limbo.
Normals Mode:
This mode shows the geometry normals, which can help us see what’s going on when surfaces get turned inside-out in 3DS Max. In Cotton Candy Land, normals mode is extra normal.
Light Complexity Mode:
This mode shows how many lights are touching each object. The more lights that are affecting an object, the whiter it becomes.
Scene Complexity Mode:
This mode is showing the order in which things are being rendered. If a scene is too white, that means there are too many things being rendered at once, and we need to either cut down on the number of objects, or occlude them more efficiently. We use a reverse painter’s algorithm to optimize the rendering. This algorithm’s metaphor comes from the technique painters use to paint things from the background first and work their way into the foreground. If we render things too far in the distance, or things that are being covered up by foreground elements, we’re wasting valuable processing time. The reverse painter’s algorithm fixes this problem by rendering things in the foreground first and the background last.
I wonder if we should try a certain setting for 3D...There seem to be many!
HELIX MOD NEWS
Worked on these Helix Mods ---> PURE MX vs. ATV : REFLEX TOY SOLDIERS CRASH TIME 4 BANG BANG Racing
Dual CPU Tyan S7002 (2) Intel Xeon X5550 @ 3.1Ghz 12G DDR3 16 Cores (Logical) 8 Cores (Physical)
Galaxy GTX 670
This is very much like Trine 2 with guns...
3D is going to be awesome when we can fix shadows...thats the only thing I can see wrong!
If we can fix the shadows and HUD we will have a real winner here
Screens
This is very much like Trine 2 with guns...
3D is going to be awesome when we can fix shadows...thats the only thing I can see wrong!
If we can fix the shadows and HUD we will have a real winner here
Screens
HELIX MOD NEWS
Worked on these Helix Mods ---> PURE MX vs. ATV : REFLEX TOY SOLDIERS CRASH TIME 4 BANG BANG Racing
Dual CPU Tyan S7002 (2) Intel Xeon X5550 @ 3.1Ghz 12G DDR3 16 Cores (Logical) 8 Cores (Physical)
Galaxy GTX 670
grab shadows then follow instructions to disable it. here http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1365862
Grab 2d text/hud and zip it post here.
grab shadows then follow instructions to disable it. here http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1365862
Grab 2d text/hud and zip it post here.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
Grab the debugger https://s3.amazonaws.com/-HeliX-/DLLS/Debug.zip
grab shadows then follow instructions to disable it. here http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1365862
Grab 2d text/hud and zip it post here.
[/quote]
K just finished dinner...getting into it now. will report back with my first debug
Grab the debugger https://s3.amazonaws.com/-HeliX-/DLLS/Debug.zip
grab shadows then follow instructions to disable it. here http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1365862
Grab 2d text/hud and zip it post here.
K just finished dinner...getting into it now. will report back with my first debug
HELIX MOD NEWS
Worked on these Helix Mods ---> PURE MX vs. ATV : REFLEX TOY SOLDIERS CRASH TIME 4 BANG BANG Racing
Dual CPU Tyan S7002 (2) Intel Xeon X5550 @ 3.1Ghz 12G DDR3 16 Cores (Logical) 8 Cores (Physical)
Galaxy GTX 670
K just finished dinner...getting into it now. will report back with my first debug
[/quote]
Found HUD shader
0xD9DCCA9D
PS:59
0x31AF0517
I also want to push a few layers back if possible like Mama did with Skydrift.
This layer needs to be pushed back...
0xD9DCCA9D
PS:272
0x8D87753C
some more screens of the HUD disabled vs. Enabled...looks much better disabled. No luck isolating the Shadows individually...sometimes I hit a shader that disables them and a lot more so I think I need to find just the shadows one
K just finished dinner...getting into it now. will report back with my first debug
Found HUD shader
0xD9DCCA9D
PS:59
0x31AF0517
I also want to push a few layers back if possible like Mama did with Skydrift.
This layer needs to be pushed back...
0xD9DCCA9D
PS:272
0x8D87753C
some more screens of the HUD disabled vs. Enabled...looks much better disabled. No luck isolating the Shadows individually...sometimes I hit a shader that disables them and a lot more so I think I need to find just the shadows one
HELIX MOD NEWS
Worked on these Helix Mods ---> PURE MX vs. ATV : REFLEX TOY SOLDIERS CRASH TIME 4 BANG BANG Racing
Dual CPU Tyan S7002 (2) Intel Xeon X5550 @ 3.1Ghz 12G DDR3 16 Cores (Logical) 8 Cores (Physical)
Galaxy GTX 670
Found HUD shader
0xD9DCCA9D
PS:59
0x31AF0517
I also want to push a few layers back if possible like Mama did with Skydrift.
This layer needs to be pushed back...
0xD9DCCA9D
PS:272
0x8D87753C
some more screens of the HUD disabled vs. Enabled...looks much better disabled. No luck isolating the Shadows individually...sometimes I hit a shader that disables them and a lot more so I think I need to find just the shadows one
[/quote]
This game is now totally fixed and working great!
http://forums.nvidia.com/index.php?showtopic=227321
Found HUD shader
0xD9DCCA9D
PS:59
0x31AF0517
I also want to push a few layers back if possible like Mama did with Skydrift.
This layer needs to be pushed back...
0xD9DCCA9D
PS:272
0x8D87753C
some more screens of the HUD disabled vs. Enabled...looks much better disabled. No luck isolating the Shadows individually...sometimes I hit a shader that disables them and a lot more so I think I need to find just the shadows one
This game is now totally fixed and working great!
http://forums.nvidia.com/index.php?showtopic=227321
HELIX MOD NEWS
Worked on these Helix Mods ---> PURE MX vs. ATV : REFLEX TOY SOLDIERS CRASH TIME 4 BANG BANG Racing
Dual CPU Tyan S7002 (2) Intel Xeon X5550 @ 3.1Ghz 12G DDR3 16 Cores (Logical) 8 Cores (Physical)
Galaxy GTX 670