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Light Mapper for Models (radiosity) #248784
01/28/09 23:56
01/28/09 23:56
Joined: Apr 2008
Posts: 235
TEXCOORD3
Foxfire Offline OP
Member
Foxfire  Offline OP
Member

Joined: Apr 2008
Posts: 235
TEXCOORD3
Hi,
I was working on a program that creates baked radiosity lighting for models and thought you all might be interested. Its VERY simple but I will upload the code anyway. You can make any changes you want as long as you credit me if you use the results in a commercial project. All you need is a .wmb file and the program will load it and apply radiosity over time. It will then save the results of each models skin2 (make sure that A) each model that you want mapped has this and B) the model does not share ANY of this skin). It takes into account models and blocks but only creates lightmaps for models. I'm sure one could add a lot of functionality to this. As soon as I finish my iridium API, this will be uploaded (there are a few things that I need to document about this). -Mike-


http://www.groundtacticsgame.com/
Alienware m17x R Custom laptop
specs:
Intel Core 2 Extreme Quad CPU Q9300
2x Nvidia 280GTX 2GB vram
6GB ddr3 memory@ 1333Mhz
512GB SSD
1200p 17' screen
runs Crysis Warhead on max settings at 1200p at 90 fps
Re: Light Mapper for Models (radiosity) [Re: Foxfire] #248988
01/30/09 18:12
01/30/09 18:12
Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
Roel Offline
Senior Member
Roel  Offline
Senior Member

Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
does it only work for A7, or also for A6?
It sounds good anyway, and I think a lot of users will like it.

nice!


Check out the throwing game here: The throwing game
Re: Light Mapper for Models (radiosity) [Re: Roel] #248994
01/30/09 18:47
01/30/09 18:47
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
Serious User
Nowherebrain  Offline
Serious User

Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
I use blender or max for lightmapping, but I would love to see this.


Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
Re: Light Mapper for Models (radiosity) [Re: Nowherebrain] #248996
01/30/09 19:15
01/30/09 19:15
Joined: Apr 2008
Posts: 235
TEXCOORD3
Foxfire Offline OP
Member
Foxfire  Offline OP
Member

Joined: Apr 2008
Posts: 235
TEXCOORD3
does blender or max support .wmb files? If it does than I'm afraid this is worthless frown


http://www.groundtacticsgame.com/
Alienware m17x R Custom laptop
specs:
Intel Core 2 Extreme Quad CPU Q9300
2x Nvidia 280GTX 2GB vram
6GB ddr3 memory@ 1333Mhz
512GB SSD
1200p 17' screen
runs Crysis Warhead on max settings at 1200p at 90 fps
Re: Light Mapper for Models (radiosity) [Re: Foxfire] #249000
01/30/09 20:11
01/30/09 20:11

F
Fear411
Unregistered
Fear411
Unregistered
F



no they doesn't support wmb files

Re: Light Mapper for Models (radiosity) [Re: Foxfire] #249001
01/30/09 20:31
01/30/09 20:31
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline
Expert
fogman  Offline
Expert
F

Joined: Apr 2005
Posts: 4,506
Germany
No, it´s not worthless!
A 3dgs based model lightmapper would be fantastic.
You won´t need any other tools for the lightmap then,
everything is done in the 3dgs workflow.

It´s definately a great help for all MED users.


no science involved
Re: Light Mapper for Models (radiosity) [Re: fogman] #249003
01/30/09 20:37
01/30/09 20:37
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
Expert
Slin  Offline
Expert

Joined: May 2005
Posts: 2,713
Lübeck
It is nice to read, but why are you always posting about things you may release in about 3 months and not just at the moment you are done and then directly with a link. Or at least not before you´ve got something to show...
And I am wondering why you plan to generate static radiosity if your "engine" does it at realtime at speeds faster than gs using the fixed function pipeline for ordinary lighting (okay sry, I may mixed some wrong things together :P)?

Re: Light Mapper for Models (radiosity) [Re: Foxfire] #249016
01/30/09 22:46
01/30/09 22:46
Joined: Jun 2005
Posts: 656
G
Grafton Offline
User
Grafton  Offline
User
G

Joined: Jun 2005
Posts: 656
What happened to the SSAO shader that you were going to
contribute, or the "Full Screen Antialiasing for render
targets" contribution?

Good intentions are great, but continually announcimg what you
plan on contributing and then not following through, makes your future statments seem dubious at best


Not two, not one.
Re: Light Mapper for Models (radiosity) [Re: Grafton] #249125
01/31/09 16:19
01/31/09 16:19
Joined: Apr 2008
Posts: 235
TEXCOORD3
Foxfire Offline OP
Member
Foxfire  Offline OP
Member

Joined: Apr 2008
Posts: 235
TEXCOORD3
all these things got bumped into Iridium.

Also, The radiosity in Iridium doesn't support several bounces which makes baking light look better. Plus, this can be used for those who don't want to buy Iridium or can't use it. The downside here is that obviously the light is not dynamic.


http://www.groundtacticsgame.com/
Alienware m17x R Custom laptop
specs:
Intel Core 2 Extreme Quad CPU Q9300
2x Nvidia 280GTX 2GB vram
6GB ddr3 memory@ 1333Mhz
512GB SSD
1200p 17' screen
runs Crysis Warhead on max settings at 1200p at 90 fps

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