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Light Mapper for Models (radiosity)
#248784
01/28/09 23:56
01/28/09 23:56
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Joined: Apr 2008
Posts: 235 TEXCOORD3
Foxfire
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Posts: 235
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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
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Re: Light Mapper for Models (radiosity)
[Re: Nowherebrain]
#248996
01/30/09 19:15
01/30/09 19:15
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Joined: Apr 2008
Posts: 235 TEXCOORD3
Foxfire
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does blender or max support .wmb files? If it does than I'm afraid this is worthless
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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Re: Light Mapper for Models (radiosity)
[Re: Foxfire]
#249000
01/30/09 20:11
01/30/09 20:11
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Fear411
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Fear411
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no they doesn't support wmb files
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Re: Light Mapper for Models (radiosity)
[Re: Foxfire]
#249001
01/30/09 20:31
01/30/09 20:31
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Joined: Apr 2005
Posts: 4,506 Germany
fogman
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Posts: 4,506
Germany
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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
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Re: Light Mapper for Models (radiosity)
[Re: Foxfire]
#249016
01/30/09 22:46
01/30/09 22:46
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Joined: Jun 2005
Posts: 656
Grafton
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Posts: 656
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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.
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Re: Light Mapper for Models (radiosity)
[Re: Grafton]
#249125
01/31/09 16:19
01/31/09 16:19
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Joined: Apr 2008
Posts: 235 TEXCOORD3
Foxfire
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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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