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Big Update about Chopper-Zone! | Slin Game Dev
https://slindev.wordpress.com/2007/09/22/big-update-about-chopper-zone
Documentation of my work especially with 3DGS. Big Update about Chopper-Zone! Many things were done in the last weeks. We found the excelent model creator Fuxerz, who already created a new helicopter and some buildings. Here are four new clips. The one on top is the newest:. Here are some new screenshots:. Laquo; The Postprocessing Collection. Date : September 22, 2007. Categories : Chopper Zone. Leave a Reply Cancel reply. Enter your comment here. Fill in your details below or click an icon to log in:.
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Massive 3DGS Shadercollection | Slin Game Dev
https://slindev.wordpress.com/2007/07/23/massive-3dgs-shadercollection
Documentation of my work especially with 3DGS. When I started with 3DGameStudio and creating games on my own nearly 4 Years ago, I was fascinated about Shaders but I only had A5 Standart😛 so I couldn t use any. But I started to collect everyshader wich was posted in the Forum that seemed to look good. I went on with collecting shaders until now (but it got less so I m quite sure that I missed some). To run these shaders, you need at least A6.31.4 Comm and a graphicscard with support for the need...I cre...
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Slin Game Dev | Documentation of my work especially with 3DGS | Page 2
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Documentation of my work especially with 3DGS. First part: “vbomb.fx”. At first download this shader from the NVIDIA Shader Library:. Http:/ developer.download.nvidia.com/shaderlibrary/packages/vbomb.zip. This it what it looks like in NVIDIA FX Composer and how it should look, when we are done:. Okay, lets start! Read the rest of this entry ». Comments : Leave a Comment. Comments : Leave a Comment. Here is a screen of it at night: Read the rest of this entry ». Comments : Leave a Comment. 3DGS Tree is a ...
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About | Slin Game Dev
https://slindev.wordpress.com/about
Documentation of my work especially with 3DGS. Is on the way to be filled😛. MSN: nils daumann [at] online [dot] de. EMail: nils daumann [at] online [dot] de. Leave a Reply Cancel reply. Enter your comment here. Fill in your details below or click an icon to log in:. Address never made public). You are commenting using your WordPress.com account. ( Log Out. You are commenting using your Twitter account. ( Log Out. You are commenting using your Facebook account. ( Log Out. Blog of rvL eXile.
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Tutorial: How to add a Shadowmap to a Shader | Slin Game Dev
https://slindev.wordpress.com/2007/09/16/tutorial-how-to-add-a-shadowmap-to-a-shader
Documentation of my work especially with 3DGS. Tutorial: How to add a Shadowmap to a Shader. The English Version is further down! Download the level here. Downloade das Level hier. Und starte den Level. Du wirst sehen (bewegen mit wasd und der Maus), dass zwar der Shader funktioniert, es allerdings keine Schatten gibt, die sonst bei Blockleveln üblich sind. Öffne also die Datei. Spec bump world.fx. Im oberen Bereich des Shaders, sind diese Zeilen zu finden:. Texture entSkin1; / this is the color map.
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Dusmania 9.0 | Slin Game Dev
https://slindev.wordpress.com/2007/08/06/dusmania-90
Documentation of my work especially with 3DGS. I ve been there this year😛 It was a great event with many interesting presentations and people. Here are the few photos I took (I just noticed that they are all made from my seat and are only fife… ):. The last three photos are done at about 5 o clock am😛. You can find the photos token by firoball here. And those from HeelX here. While the others were working on “ultra crägga” (or similar named ), on “ Trixie in Fairyland. Here is a screenshot of the game:.
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Reflecting Water for all 3DGS Editions! | Slin Game Dev
https://slindev.wordpress.com/2007/09/16/reflecting-water-for-all-3dgs-editions
Documentation of my work especially with 3DGS. Reflecting Water for all 3DGS Editions! By accident rvL eXile and I noticed, that 3DGS 6.60 Extra supports effects using the fixed function pipeline. After a lot of testing I got a ffp water effect wich was written by Steempipe to work ( Link. Just one or two days before, ChrisB released his great render to texture plugin for free. Because of that, I tried to get realtimereflections to work with the water. I had some more problems ( Link. Another big thanks ...
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Dynamic Shadowmapping in 3DGS | Slin Game Dev
https://slindev.wordpress.com/2007/09/17/dynamic-shadowmapping-in-3dgs
Documentation of my work especially with 3DGS. Dynamic Shadowmapping in 3DGS. This is my first try on dynamic shadowmapping in 3DGS:. After I asked BoH Havoc about dynamic shadowmapping, he leaded me to this great tutorial. Laquo; Reflecting Water for all 3DGS Editions! Date : September 17, 2007. Would you mind sharing some stuff on it to us on the forums? Maybe later, but not yet😛. It should be easy to understand and convert the tutorial with some basic shaderknowledge. It really wasn t that hard😉.
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The Postprocessing Collection | Slin Game Dev
https://slindev.wordpress.com/2007/09/19/the-postprocessing-collection
Documentation of my work especially with 3DGS. Yesterday, I released a postprocessing collection. It has still some problems wich I ll hopefully get fixed soon… And I hope to expand the collection in the next months, because of many usefull but not included effects, wich can be found on the net…. Here is a short extract from the Readme:. I proudly present “The Postprocessing Collection” to you. This is a collection of easy to use and hopefully usefull Postprocessingeffects. You can find the Forumpost here.