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Re: Blitz3d Terrain Test

Posted: Wed May 27, 2009 2:25 pm
by Raven67854
Lol well I did use yours as a base when I was getting started :). I didn't know blitz3d ^^.

Re: Blitz3d Terrain Test

Posted: Sat Jul 18, 2009 10:06 pm
by Raven67854
Well I made a few additions to the Terrain Test. I added in Depth of Field I made it by default very subtle. As well I turned bloom and blur down to 0 by default. I also managed to get motion blur to work. I changed the Antistropic filtering setting. by default it is at 16. However now when you hit X to lower it doesn't fly straight down to 0. Remember to hit Q to enable it. This will defiantly be the final test ALL new updates will be posted in the community project forum. Please press F11 to turn Motion Blur on and off. Off by default.

All Pictures:
Solid:
Image

Wireframe:
Image

Water with AF and LOD.
Image

Water with Reflection and Refraction
Image

Sexy Bloom:
Image

No Blur:
Image

Blur:
Image

Binary:
Terrain Test

Controls: (Note: Controls are for this Binary only)
AA on/off: Left Alt
Enable TextureLod and AF: Q
Move Forward: W
Move Backwards: S
Strafe Left: A
Strafe Right: D
Look Around: Move Mouse
Vsync On/Off: F1
Turn TextureLod Up: P (Must enable it first)
Turn TextureLod Down: ;
Turn AF Up: Z(Must enable it first)
Turn AF Up: X
Change Refract/Reflection texture size: 1-8 on keyboard (Lower for higher FPS. Raise for higher quality)
Numpad for all Glow changes
Glow alpha value: 1 raises, 2 lowers
Glow dark passes count: 3 raises, 4 lowers
Glow blur passes count: 5 raises 6 lowers
Glow blur radius: 7 raises, 8 lowers
Glow quality 0 or 1: 9
Glow color (random): 0
Glow alpha-texture: - on numpad
Blur alpha value: C raises, V lowers
Blur passes count: B raises, N lowers
Blur radius: M raises, < lowers
Blur quality 0 or 1: >
Blur color (random): ?
Blur alpha-texture: Right Shift
Depth of Field distance: - raises, = lowers
Depth of Field Blur Radius: Delete raises, End lowers
Depth of Field Blur Pass Count: Insert raises, Home lowers
Depth of Field Direction: Page Up
Depth of Field Quality 0 or 1: Page Down
Motion Blur: F11

Re: Blitz3d Terrain Test

Posted: Sun Jul 19, 2009 12:58 am
by hallsofvallhalla
friggn nice as spice

Re: Blitz3d Terrain Test

Posted: Sun Jul 19, 2009 1:04 am
by Raven67854
Thanks halls I hope soon we can get the community project off the ground.

Re: Blitz3d Terrain Test

Posted: Sun Jul 19, 2009 1:27 am
by Agent
Dude holy - wow, really nice work raven! I really did not believe Blitz3D was capable of those sort of shaders!

Very impressive, i think it could be an awesome Multiplayer FPS game... Keep us posted :D

Re: Blitz3d Terrain Test

Posted: Sun Jul 19, 2009 1:35 am
by Raven67854
Agent wrote:Dude holy - wow, really nice work raven! I really did not believe Blitz3D was capable of those sort of shaders!

Very impressive, i think it could be an awesome Multiplayer FPS game... Keep us posted :D
No shaders :)

Re: Blitz3d Terrain Test

Posted: Sun Jul 19, 2009 1:37 am
by Agent
:?
inbuilt now? :shock: no way?

Re: Blitz3d Terrain Test

Posted: Sun Jul 19, 2009 1:42 am
by Raven67854
Hahaha you can do those kind of effects without shaders its just harder :). But yea the community game should look pretty shiny :P.

Re: Blitz3d Terrain Test

Posted: Sun Jul 19, 2009 1:44 am
by Agent
ok nice, ive got quite a bit of old Blitz3D files and codes left around from when we used it to build our FS engine. Ill pack some of hte useful ones up - you might find it interesting...

Re: Blitz3d Terrain Test

Posted: Sun Jul 19, 2009 1:46 am
by Raven67854
Thank you :).