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PostPosted: Mon May 14, 2007 2:57 am 
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I've finally got around it and tested Iris on my box. It runs smoothly and the graphics was quite satisfactory. Aside from a number of crashes I had during the test, I'm really happy with the new client! Many improves were made over iris1.

I'm wondering if you guys are actively developing the models currently missing in the game (and displayed as fall backs). What about lighting effects and proper particle implementation? (There were many particle files in the 3D Uo client, I don't know if you can use them, but they appears to be associated with each spell).

Anyway, the picture's Link is here. Feel free to use them in anyway you see fit :)

http://www.uofans.com/cgi-bin/topic.cgi ... topic=4349


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PostPosted: Mon May 14, 2007 7:27 am 
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Really nice Phototour :-).

Two suggestions...you should turn 4x Antialiasing, Ansiothrophe Texture Filtering ON and Shadowing OFF.

Thats because Shadowing is currently wrong displayed.

I add your link to our Screenshot Gallery. Ok?


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PostPosted: Mon May 14, 2007 1:01 pm 
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sure! No problem.

4X AA and ATT slows the rendering down somewhat, I can feel it when the camera rotates, etc.

Being a photographer maybe I should turn it on, but I was merely a tourist at the time :P

Speaking of camera, I was wondering if Iris can implement a "drive" camera mode similar to NWN: when you move with arrow keys, the camera is rotated to your back.


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PostPosted: Mon May 14, 2007 2:45 pm 
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pmouse wrote:
Speaking of camera, I was wondering if Iris can implement a "drive" camera mode similar to NWN: when you move with arrow keys, the camera is rotated to your back.


Of couse, i think Artix ( http://www.iris2.de/forums/profile.php? ... file&u=356 ) is already working on this.


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PostPosted: Mon May 14, 2007 6:14 pm 
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very nice! Looking forward to the next release.

Any words on lighting, particles and modeling?


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PostPosted: Mon May 14, 2007 6:40 pm 
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ogre, the 3d engine we are using supports a particle script format, there's a editor for that called "particle accelerator" or something like that.
i think the original particle files were made for 2d-iso, so doubt they will be much use.

about models : currently not much progress there, sorry.
we don't have enough manpower on the art-side.


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PostPosted: Thu May 31, 2007 11:42 pm 
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we redesigned the iris2 startpage : http://www.iris2.de/
and i used a few of those screenshots you posted in feature-explanations , thanks again =)

http://www.iris2.de/index.php/Clothing
http://www.iris2.de/index.php/Pet-taming
http://www.iris2.de/index.php/Mounts
http://www.iris2.de/index.php/Shadows

EDIT : @particles :
http://www.iris2.de/index.php/Image:Peffect_143550.jpg
http://www.iris2.de/index.php/Image:Wal ... _34340.jpg
http://www.iris2.de/index.php/Image:250419.jpg
http://www.iris2.de/index.php/Image:Peffect_74025.jpg
http://www.iris2.de/index.php/Image:207106.jpg


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PostPosted: Fri Jun 01, 2007 1:53 am 
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We have a lot more screenies for promotion, feel free to use them, some of them are good group photos showing usability on functional shards.

During invasion of cove (scroll down to the 9th post):
particle effects, combat, equipments, etc. (unfortunately with some bugs)
http://www.uofans.com/cgi-bin/topic.cgi ... 354&show=0

During a bagball match
http://www.uofans.com/cgi-bin/topic.cgi ... 350&show=0
showing some fall back models.

Also notice something weird: the woman model (401) is taller than the man model (400), what up with that ! -_-...


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PostPosted: Fri Jun 01, 2007 9:56 am 
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thx, i'll have a look later =)

pmouse wrote:
Also notice something weird: the woman model (401) is taller than the man model (400), what up with that ! -_-...


scaling of the models is also different depending on which UO data you install (UO:ML or gold trial), we use the scaling infos from Human.lst and similar, but there seems to be some other factor involved as well.

also positioning of female models on mounts is too high, they float a bit above the mount =(

samurai models and equipment scaling also doesn't match as far as i know.

i guess we need a check for which uo version is installed and then rescale the models accordingly.


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