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Development screenshot
Posted: Sun Apr 27, 2014 6:12 pm
by Nitram
Vilarion and my current project (work in progress):

Re: Development screenshot
Posted: Sun Apr 27, 2014 7:30 pm
by Estralis Seborian
For all who do not recognise what the "new" thing is: Look at the lights and shadows...
Re: Development screenshot
Posted: Sun Apr 27, 2014 7:41 pm
by Mephistopheles
Nice, Go Nitram!

Re: Development screenshot
Posted: Mon Apr 28, 2014 8:32 am
by Ufedhin
A massive improvement ,very nice! changes the whole aspect of the room.
ps, Dont forget the orange trees! they have no shadows at all its very disturbing stuff

Re: Development screenshot
Posted: Tue Apr 29, 2014 10:25 am
by Vilarion
Current state, still some borders visible:

Re: Development screenshot
Posted: Tue Apr 29, 2014 1:24 pm
by Velisai
Looks very nice. I hope it doesn't kill some people's graphics cards like the weather effects. Even with a few borders still visible, this is a huge improvement.
Re: Development screenshot
Posted: Tue Apr 29, 2014 5:21 pm
by Vilarion
Final state, no borders, smooth light:
We will let you know once these changes are active on the test server, so that you can test the performance. There shouldn't be any issues though since the calculations are surprisingly few and simple. So your GPUs shouldn't choke on these.
Re: Development screenshot
Posted: Tue Apr 29, 2014 9:41 pm
by rakust dorenstkzul
I genuinely find this to be erotic
Re: Development screenshot
Posted: Wed Apr 30, 2014 11:35 am
by Dyluck
Looks great. Excellent job!
Re: Development screenshot
Posted: Thu May 01, 2014 1:49 pm
by Vilarion
Last bug fixes, screen shot made at midnight to see the largest gradients:

Re: Development screenshot
Posted: Thu May 01, 2014 2:11 pm
by GolfLima
WOW
hope it will be come soon

Re: Development screenshot
Posted: Mon May 05, 2014 1:51 am
by Katharina Brightrim
Inwieweit wirkt sich das denn auf mobile lichtträger aus?
How does it work on mobile lights?
Re: Development screenshot
Posted: Mon May 05, 2014 11:20 am
by Vilarion
A very good question. In fact that is what we are currently working on.
