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Lightmapper 2.0 test #220584
08/07/08 15:08
08/07/08 15:08
Joined: Aug 2007
Posts: 78
botu Offline OP
Junior Member
botu  Offline OP
Junior Member

Joined: Aug 2007
Posts: 78



Hi, this is not realy a project, but more a test of
1) new import level from fbx (mini level created in maya 2008)
2) new lightmapper + radiosity

here is the little test:

http://game.irilys.eu/olivier/start.cd.rar



Last edited by botu; 08/07/08 16:00.
Re: Lightmapper 2.0 test [Re: botu] #220585
08/07/08 15:12
08/07/08 15:12
Joined: Sep 2007
Posts: 761
Hrvatska (Croatia ), Slavonski...
cro_games Offline
User
cro_games  Offline
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Joined: Sep 2007
Posts: 761
Hrvatska (Croatia ), Slavonski...
Nice..I like this level..


Hello everyone my name is Ivan Mandic from "Frozen pixel studio". wink
-----------------------------------
Homepage: www.fpx-studio.com
e-mail: emu_hunter_1990@hotmail.com
(working on a game engine)
Re: Lightmapper 2.0 test [Re: cro_games] #220592
08/07/08 15:46
08/07/08 15:46
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
Expert
frazzle  Offline
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Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
The level design is great, nice coloring smile smile
The radiosity effect of the lightmapper is indeed a super add towards the scene plausiblity, you made good use of it wink wink

Cheers

Frazzle


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Re: Lightmapper 2.0 test [Re: frazzle] #220593
08/07/08 16:32
08/07/08 16:32
Joined: Sep 2007
Posts: 761
Hrvatska (Croatia ), Slavonski...
cro_games Offline
User
cro_games  Offline
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Joined: Sep 2007
Posts: 761
Hrvatska (Croatia ), Slavonski...
p.s.
This level look like one from "spyro"..


Hello everyone my name is Ivan Mandic from "Frozen pixel studio". wink
-----------------------------------
Homepage: www.fpx-studio.com
e-mail: emu_hunter_1990@hotmail.com
(working on a game engine)
Re: Lightmapper 2.0 test [Re: cro_games] #220629
08/07/08 21:55
08/07/08 21:55
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Thanks for sharing it, because I didn't have the time to try such myself, yet.

How many lights did you set?
I guess that you textured it in WED, because of the standard textures, or did you do that in maya, already?

From this example I can see how it works and what sort of modeling should be avoided.

You added block by block, but you most probably should build the walls from single sided walls, where each surface of the inside should stay inside, and each surface of the outside should stay outside to avoid 'intersections' of the lighting of inside and outside.

Last edited by Pappenheimer; 08/07/08 21:59.
Re: Lightmapper 2.0 test [Re: Pappenheimer] #220634
08/07/08 22:27
08/07/08 22:27
Joined: Nov 2007
Posts: 1,032
Croatia
croman Offline
Serious User
croman  Offline
Serious User

Joined: Nov 2007
Posts: 1,032
Croatia
nice looking level



Ubi bene, ibi Patria.
Re: Lightmapper 2.0 test [Re: croman] #220665
08/08/08 06:17
08/08/08 06:17
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
This is an interesting test. Can you please add a shader with some spec normal-mapping that also takes these shadow maps into account?


Models, Textures and Games from Dexsoft
Re: Lightmapper 2.0 test [Re: Machinery_Frank] #220670
08/08/08 07:27
08/08/08 07:27
Joined: Aug 2007
Posts: 78
botu Offline OP
Junior Member
botu  Offline OP
Junior Member

Joined: Aug 2007
Posts: 78
Thanks for comments!
Pappenheimer: there is 3 statics lights, a little bit of ambiant light and the sun light too.
Yes it's standard textures but I've made some tests with personnals textures placed in maya (uv,...) and fbx import work well in this case too.
For this level the methode is easy: all the level is made in maya, I group all and export to fbx. After I import all as mesh.

Machinery_Frank : Actually I don't have enough knowledge of 3dgs to do that, but I upload the .wmp file if you want to make some tests.

the file : http://game.irilys.eu/olivier/start.wmp


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