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Serious Sam Revolution An updated and streamlined version of Serious Sam Classic featuring a combined campaign, new multiplayer features, Steamworks, VAC, and a lot more.

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Old 12-15-2015, 01:08 PM   #121   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

I don't know exactly what you want to know, so here's a rundown on sunlight and shadows:

Your level needs only one directional light, and you can place it anywhere. Make sure to flag it as "background" and flag all polygons influenced as "directional" and "dir. ambient", then press ctrl+R to render shadows. Some actions remove the shadows (like adding a brush), just press ctrl+R to calculate shadows again. And don't forget to do this before saving and releasing your stuff.

That's all there is to it, really. The color sets the sunlight color and ambient will set the sun's shadow color. For the sun flare you can just use a point light with "lens flare" set to standard reflections, "lens flare only" flagged, background flagged and a high enough falloff so it reaches the background viewer. If you want more detailed shadows, set the "cluster size" property of polygons to a lower value. Don't try to go below 0.25m, as it will greatly increase your world size and it might cause problems if you have a big level (try to keep your wld file smaller than 18 or 19 MB).
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Old 12-15-2015, 01:32 PM   #122   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Quote:
Originally Posted by Discy View Post
I don't know exactly what you want to know, so here's a rundown on sunlight and shadows:

Your level needs only one directional light, and you can place it anywhere. Make sure to flag it as "background" and flag all polygons influenced as "directional" and "dir. ambient", then press ctrl+R to render shadows. Some actions remove the shadows (like adding a brush), just press ctrl+R to calculate shadows again. And don't forget to do this before saving and releasing your stuff.

That's all there is to it, really. The color sets the sunlight color and ambient will set the sun's shadow color. For the sun flare you can just use a point light with "lens flare" set to standard reflections, "lens flare only" flagged, background flagged and a high enough falloff so it reaches the background viewer. If you want more detailed shadows, set the "cluster size" property of polygons to a lower value. Don't try to go below 0.25m, as it will greatly increase your world size and it might cause problems if you have a big level (try to keep your wld file smaller than 18 or 19 MB).
Crap, it fricking works, thanks alot. Until now I've been using different point lights to make the shadows...
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Old 12-15-2015, 01:39 PM   #123   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

But it can create problems sometimes.
Mainly moving brushes that if set wrong will destroy shadows on whole map.
+ only static shadows

Last edited by DrTr1gger; 12-15-2015 at 01:42 PM.
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Old 12-15-2015, 01:53 PM   #124   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Damn, now the level looks totally different but still keeps the previous atmosphere

Quote:
Originally Posted by DrTr1gger View Post
But it can create problems sometimes.
Mainly moving brushes that if set wrong will destroy shadows on whole map.
+ only static shadows
Well for that I'm forced to make the textures full bright and put the shadings myself
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Old 12-15-2015, 02:11 PM   #125   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Remember that you can have directional light shadows AND point light shadows at the same time.
By using both you can create very cool effects.
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Old 12-15-2015, 02:33 PM   #126   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Quote:
Originally Posted by DrTr1gger View Post
Remember that you can have directional light shadows AND point light shadows at the same time.
By using both you can create very cool effects.
Yes, it is. I've used it before
http://s5.postimg.org/6hqcaw1ar/Screenshot_13.jpg
It looks really neat. Try imagining that with shaders.
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Old 12-15-2015, 02:38 PM   #127   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Quote:
Originally Posted by ZynX View Post
It looks really neat. Try imagining that with shaders.
You mean GLSL shaders?
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Old 12-15-2015, 04:02 PM   #128   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

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Originally Posted by DrTr1gger View Post
You mean GLSL shaders?
Yes, those and maybe some post processing
I've just heard that there's an entity which can let you use custom shaders in the engine, but I can't find it / can't use it.
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Old 12-15-2015, 04:24 PM   #129   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

The Post Processing entity doesn't work right now.
But it's still possible to make simple shaders for model holders.
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Old 12-15-2015, 04:28 PM   #130   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Quote:
Originally Posted by DrTr1gger View Post
The Post Processing entity doesn't work right now.
But it's still possible to make simple shaders for model holders.
So does it mean that it's possible to simulate normal mapping?
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Old 12-15-2015, 04:31 PM   #131   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Yeah, it should be, but only on ModelHolders for now.. though I've been told it hasn't worked on ModelHolders so I'll have to look into that as well :/
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Old 12-15-2015, 04:50 PM   #132   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Quote:
Originally Posted by Scratch View Post
Yeah, it should be, but only on ModelHolders for now.. though I've been told it hasn't worked on ModelHolders so I'll have to look into that as well :/
I hope for your best on implementing these features.
Btw any news on Bright Island? I've tried to open the intro in the editor : but it just doesn't open
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Old 12-15-2015, 05:36 PM   #133   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Quote:
Originally Posted by ZynX View Post
So does it mean that it's possible to simulate normal mapping?
Look at dat
http://i.imgur.com/NCE8asS.png

Last edited by DrTr1gger; 12-22-2015 at 08:16 AM.
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Old 12-15-2015, 06:07 PM   #134   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Whoa. How?
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Old 12-15-2015, 09:28 PM   #135   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Sorry but I'm going to have to call fake on those normals, because there are no uniforms that give you light information
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Old 12-16-2015, 02:21 AM   #136   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Yes they are "fake" but you have to admit that it looks good anyway

I used "bake textures" function in blender.

Now I'm experimenting with transparent textures to fake specularity maps.

Last edited by DrTr1gger; 04-13-2016 at 04:44 PM.
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Old 12-16-2015, 03:58 AM   #137   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

I've tried to use the Qeffectsgl plug in in rev. The looks are quite amazing, especially the bloom effects and ambient occlusion. Only the emboss bump mapping isn't really visible. Does vac detect it as cheat for rev?
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Old 12-16-2015, 10:10 AM   #138   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Pretty sure it does yeah, so I wouldn't play on any dedicated servers with that

I'm honestly also surprised that shaders on ModelHolders don't work.. are you sure you did it right, Tr1gger? Hit me up on Steam if you wanna talk about it btw
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Old 12-16-2015, 03:00 PM   #139   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Well there is possibility that I screwed up something
I will contact you on steam as soon as I have some time
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Old 12-19-2015, 04:26 PM   #140   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

More screenies

http://s5.postimg.org/jy27q30yb/Screenshot_18.jpg

http://s5.postimg.org/enx8ysgpf/Screenshot_19.jpg

Needs some bit of details, will do them l8r
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Old 12-19-2015, 04:38 PM   #141   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Very nice details on the columns.
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Old 12-20-2015, 11:36 AM   #142   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Thanks Discy, here's some polishing

http://s5.postimg.org/w1c4re1eb/Screenshot_20.jpg (room before Cyclops' ambush)

http://s5.postimg.org/nkcmggwpf/Screenshot_21.jpg
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Old 12-24-2015, 05:02 PM   #143   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

A few comparisons on the third level:
http://s5.postimg.org/7m4d9pjf7/Screenshot_23.jpghttp://s5.postimg.org/y5wybujyr/Screenshot_24.jpghttp://s5.postimg.org/ob5t5mg0j/Screenshot_25.jpghttp://s5.postimg.org/dcujnfrf7/Screenshot_26.jpghttp://s5.postimg.org/4yewzcqdv/Screenshot_27.jpghttp://s5.postimg.org/ku3r2ngyb/Screenshot_28.jpghttp://s5.postimg.org/5mnriap3n/Screenshot_29.jpg BEFORE

http://s5.postimg.org/olhx2pk0j/Screenshot_30.jpghttp://s5.postimg.org/5qm6cajyr/Screenshot_31.jpghttp://s5.postimg.org/a3kpupspf/Screenshot_32.jpghttp://s5.postimg.org/tt30760lv/Screenshot_33.jpghttp://s5.postimg.org/jqo84floz/Screenshot_34.jpghttp://s5.postimg.org/uozhmmaab/Screenshot_35.jpghttp://s5.postimg.org/emwyg8akz/Screenshot_36.jpg AFTER
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Old 12-24-2015, 05:21 PM   #144   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Awesome! I can't wait to play this remake
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Old 12-24-2015, 05:44 PM   #145   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Wow, that's quite an improvement! It's really nice to see where it came from.
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Old 12-24-2015, 05:49 PM   #146   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

If I squint my eyes REAL hard, I can almost make something out of the top pictures. Hell, you didn't even need to link to the full sized pictures, the thumbnails are generous enough.

Anyway, I really like your style. I just hope your areas are big enough to house big fights. Nothing worse than cramped battles.
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Old 12-25-2015, 03:09 AM   #147   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Quote:
Originally Posted by Discy View Post
If I squint my eyes REAL hard, I can almost make something out of the top pictures. Hell, you didn't even need to link to the full sized pictures, the thumbnails are generous enough.

Anyway, I really like your style. I just hope your areas are big enough to house big fights. Nothing worse than cramped battles.
There's an image hosting site which makes the linked thumbnails automatically and conveniently and gives you the text ready to paste, so it's not a bother at all. This time I paid attention to each measure, just to ensure great gameplay.
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Old 12-25-2015, 06:58 AM   #148   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Actually I was making a joke about how the original Advance version looks shitty due to pixelation. Yours looks much better.

By the way, in the last pic the bird statues have a black backside. Which custom shading are you using in the model holders? If you use "full customized", make sure to set "ambient color" to something lighter than black as it looks weird if the dark side has no lighting.
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Old 12-25-2015, 07:09 AM   #149   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Hey; don't discriminate against the black birds! Black birds have just as much right to exist as the others!
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Old 12-25-2015, 07:31 AM   #150   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Black bird lives matter?
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