Screenshot of the Month November 2010 [Winner announced!]

Competitions for Irrlicht or 3D in general.
Irrlicht Screenshot of the Month: Winner for April, vote for May, submit for June

Best screenshot for November

Poll ended at Sun Dec 05, 2010 11:25 pm

andres - irrrpg
14
33%
grumpymonkey
2
5%
Mel
8
19%
wing64 - ARSA Framework - DOF.
5
12%
Eigen - Front Warrior
12
28%
chung - irr_chung
2
5%
 
Total votes : 43

Screenshot of the Month November 2010 [Winner announced!]

Postby Strong99 » Wed Oct 20, 2010 1:44 pm

Here's the final result: "andres - irrrpg". Congratulations.

[OLD]
The vote for the winner for November has began. The poll will be active until December the 5th

andres - irrrpg
Image

grumpymonkey
Image

Mel
Image

wing64 - ARSA Framework - DOF.
Image

Eigen - Front Warrior
Image

chung - irr_chung
Image

[OLD]
Topic for the November screenshot entries!

Please submit here for the best screenshot for November 2010. You can submit until the 20th of November. Voting should start soon after that date.

Rules
- Only irrlicht renders allowed,
- Give images a good name,
- Make sure the image is available until the end of the competition,
- One image per project allowed,
- And some information about the project/scene,

Notes
- Please show a good quality image with a descent image size.[/img]
Last edited by Strong99 on Fri Jan 07, 2011 9:45 am, edited 4 times in total.
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IrrRPG Builder v0.1 "Feijoada" Alpha 1

Postby andres » Fri Oct 22, 2010 10:46 pm

This is the main screen of the system, it shows the game editor tools.

http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=40284
http://irrrpgbuilder.sourceforge.net/

Image
Last edited by andres on Sat Nov 06, 2010 7:08 pm, edited 1 time in total.
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Postby grumpymonkey » Sat Oct 30, 2010 2:04 am

Old screenshot of a game I'm working on
Image
Image
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Postby Mel » Sun Oct 31, 2010 11:00 pm

Image

This is a screen inside the editor (it has the postpro enabled)

It features:
-Postproduction.
-Normal mapping
-Cube reflections
-Alpha testing

It doesn't have many shaders, but they are quite advanced. And the postproduction effects can be stacked, so, perhaps, there could be a small gaussian blur to soften the edges of the image (a cheap antialiasing)

The editor is capable of loading and editing any mesh and set the textures, though, currently it is limited to the meshbuffer 0 only, And setting up a sphere background.

I plan on adding custom BG meshes, like Unreal's Sky meshes, so any mesh can be put to be the background.
http://santiagong.daportfolio.com/
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Postby Virion » Sun Oct 31, 2010 11:21 pm

It features:
-Postproduction.
-Normal mapping
-Cube reflections
-Alpha testing

did you apply normal map on the tree trunk? i don't see it.
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Postby Mel » Mon Nov 01, 2010 12:54 am

Well, the answer is actually yes, but the normal mapping is a flat one, so, there is no relief on the trunk.
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Postby stefbuet » Mon Nov 01, 2010 6:19 pm

@mel : Are you speaking of edge detection + blur to produce some cheap antialiasing ? In that case what kind of edge detection shader would you use ? Because the one I did is producing a constant 'line' size on edges so when you zoom out edges are too much blured with neighborhood whereas when zooming in it's fine... (Snippet forum). I think Source engine is using this method because edges are really smooth and it looks likes it's blurred, it's really nice to see those edges :p
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Postby Mel » Tue Nov 02, 2010 1:13 am

That screen doesn't have the "antialiasing" i am trying to use, which is rendering to a large RTT, and re-scaling it to the screen, honestly, that AA looks lame.

The Edge detection shaders have the problem that the edge can be too thick on screen, and thus, produce a blurry edge too big. Maybe that combining both postprocessing effects it can produce a nicer result.
http://santiagong.daportfolio.com/
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Postby slavik262 » Tue Nov 02, 2010 1:16 am

S.T.A.L.K.E.R.: Shadow of Chernobyl created a pretty good edge detection shader that utilizes the normal and depth map for edge detection. Once tuned properly (so the blur line is thin enough), it creates great AA.
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Postby Mel » Tue Nov 02, 2010 10:31 am

It makes sense. It is almost the same principle as for SSAO. You only have to restrict the search radius to a very small area (1 or 2 pixels at most)
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Postby wing64 » Thu Nov 04, 2010 6:06 am

ARSA Framework - DOF.

Image
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Postby Virion » Thu Nov 04, 2010 11:04 am

wing64 wrote:ARSA Framework - DOF.

Image

the bloom at the back is too over. the whole screen looks blur to me i don't know where is the focus (i think is the girl behind right?) becoz everything is blurred
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Postby vinjn » Fri Nov 05, 2010 1:41 am

Oh no, I feel dizzy.

wing64 wrote:ARSA Framework - DOF.
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Postby wing64 » Fri Nov 05, 2010 1:01 pm

Thanks for a good suggestion and if you need see more dof click this -> http://irrlicht.sourceforge.net/phpBB2/ ... 2db#235638
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Postby Eigen » Sat Nov 06, 2010 9:45 am

I'll submit the image from Front Warrior I posted in the screenshots thread.

Image
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