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WIP in WIP, post your level screenshots!


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Posted

i agree on the shadows, but i don't really know how to solve it, unreal3 doesn't render alpha shadows :(. I'm going to try and hide the shadow errors as much as possible :P.

I tried getting some more color in the composition, what do you guys think?

iteration25.jpg

Posted

Unreal 3 doesn't render alpha shadows?!! Epic epically fails :?

Only static shadows or masked textures. This is due to the deferred shading... almost no engine with deferred shading is able to do that (because it's a stupid and expensive hack to do so). No SSAA also.

Posted

Unreal 3 doesn't render alpha shadows?!! Epic epically fails :?

Only static shadows or masked textures. This is due to the deferred shading... almost no engine with deferred shading is able to do that (because it's a stupid and expensive hack to do so). No SSAA also.

X-Ray is able to render them and is supporting deferred shading :)

Posted

The blue things dux calls eagle heads are in fact Titan heads (a badass monster from the depths of Unreal 1 :cool: ).

These are entities, called Actors in Unreal Speak. :)

By the way your level is awesome mate, you got a great atmosphere with it. I agree with JeanPaul on the support though, it looks a bit out of place.

Posted

Unreal 3 doesn't render alpha shadows?!! Epic epically fails :?

Only static shadows or masked textures. This is due to the deferred shading... almost no engine with deferred shading is able to do that (because it's a stupid and expensive hack to do so). No SSAA also.

I only have static shadows :s. The shadows work with realtime lighting though.

Also the engine we use at work renders alpha shadows realtime without much trouble, if you can have depth sorting with alpha, you can have shadows..

Posted

Unreal 3 doesn't render alpha shadows?!! Epic epically fails :?

Only static shadows or masked textures. This is due to the deferred shading... almost no engine with deferred shading is able to do that (because it's a stupid and expensive hack to do so). No SSAA also.

I only have static shadows :s. The shadows work with realtime lighting though.

Also the engine we use at work renders alpha shadows realtime without much trouble, if you can have depth sorting with alpha, you can have shadows..

And depth sorting requires additional buffers and more passes, which is costy.

Also: sorry, I missread D3ads' comment. I thought he was referring to translucency. UE3 can do static soft shadows, hard stencil shadows and sampled (=soft) stencil shadows iirc.

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