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Render template testing
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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Sat Nov 23, 2013 6:39 pm    Post subject:  Render template testing Reply with quote  Mark this post and the followings unread

Hello,

I'm putting my current render templates to test and updating the lighting of them. So the order is:

Original TS // Original TS + Ambient occulsion overlay // Mix of Original TS and new lighting // New lighting


New lighting is about giving more ambient occulsion to the model, so details under shadow won't get undetailed.

Opinions / suggestions?



template_test_render02.png
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template_test_render02.png



template_test_render02.png
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template_test_render02.png



Last edited by DonutArnold on Sat Nov 23, 2013 7:35 pm; edited 1 time in total

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sat Nov 23, 2013 6:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think third from left might actually look the best out of that bunch. Ambient occlusion just looks a bit weird on TS/RA2 sprite graphics when the actual shadow frame-based shadows are still sharp as hell, though.

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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Sat Nov 23, 2013 6:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is this supposed to fit with RA2? 3 and 4 don't really look like they would.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Nov 23, 2013 7:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Speeder wrote:
Is this supposed to fit with RA2? 3 and 4 don't really look like they would.

Quote:
Original TS // Original TS + Ambient occulsion overlay // Mix of Original TS and new lighting // New lighting

I'd reckon it's meant for TS #Tongue

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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Sat Nov 23, 2013 7:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Starkku: As a stand-alone for a new game/mod project or to fit with TS/RA2? And I know that shadow-frames is a bitch without anti-aliased edges. Only if someone could add AA support on .SHPs.

@Speeder: That's also the point. Actually I forgot to mention that I want to see if the improved lighting could fit with RA2 and TS. Also, if the new lighting would work better as a stand-alone for a new game/mod project.

I uploaded the same comparison with first three lighting styles with TS scaled building to see difference better.

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Sat Nov 23, 2013 8:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

2nd from left is my choice

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Nov 25, 2013 11:03 am    Post subject: Reply with quote  Mark this post and the followings unread

DonutArnold wrote:
Only if someone could add AA support on .SHPs.

Negative alpha image FTW #Tongue

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Nov 25, 2013 11:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
Negative alpha image FTW #Tongue

If only cloaking would work with them. Sad

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