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Re: Why I love Ventilator's lightmapping plugin [Re: broozar] #166606
11/09/07 19:37
11/09/07 19:37
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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frazzle  Offline
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Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
I'm not gonna comment any of the models which isn't the point of this thread any way It's about that amazing plugin, which I can't thank Ventilator enough for !! It may be static related but I guess great looking shadows can make a project look way more plausible
Nice work David, good of you to remind us of the power which is involved behind this tool

Cheers

Frazzle


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Re: Why I love Ventilator's lightmapping plugin [Re: frazzle] #166607
11/09/07 23:36
11/09/07 23:36
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
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JibbSmart  Offline
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
Quote:

1. a standard acknex render looks like this: http://www.churness.com/axys/NoLightMap.jpg so this is "our 3dgs state of technology". wow.


no it's not. it uses no shaders. 3DGS can use shaders without use of plugins, and so it's a lie to say that this is the state of 3DGS technology while withholding eye-candy.

this thread is lancaster showcasing ventilator's plugin. you know what 3DGS is capable of -- you saw the variance shadowmapping "plugin" which isn't even a plugin, but a natively supported module.

i agree, though, that it's not exciting technology, and the awesomeness is exaggerated. no one should be saying that this is is testament to the capabilities of A6. i do think it looks great, but almost entirely due to david lancaster's ability to create and put together some good-looking and atmospheric art which fits together well. i must say i've seen better examples of the usage of ventilator's plugin -- specifically the baking of radiosity or ambient occlusion in indoor environments, which couldn't easily be replaced/faked by projected shadows or a shadowmapping shader.

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: Why I love Ventilator's lightmapping plugin [Re: JibbSmart] #166608
11/09/07 23:57
11/09/07 23:57
Joined: Sep 2007
Posts: 1,093
Germany
T
Toast Offline
Serious User
Toast  Offline
Serious User
T

Joined: Sep 2007
Posts: 1,093
Germany
Quote:

no it's not. it uses no shaders. 3DGS can use shaders without use of plugins, and so it's a lie to say that this is the state of 3DGS technology while withholding eye-candy.



Well I have to support broozar here. This here isn't so much about shaders but about lightmaps. The 3DGS lightmapper just gives you such pitiful results while with gile[s] you can do very pretty things. It's not about shaders - it's about lightmaps. A reason why I couldn't understand the "resistance" against making all the UV-set things etc. available long time ago. The 3DGS lightmapper just can't be as good as a tool whose single purpose is doing lightmaps and has been under development for years. Even with nice thingies like finally having radiosity like it's said on the forecast won't make the 3DGS lightmapper even in quality, features or speed. I think that's also something nobody expects it to do...

Enjoy your meal
Toast

Re: Why I love Ventilator's lightmapping plugin [Re: Toast] #166609
11/10/07 01:03
11/10/07 01:03
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
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JibbSmart  Offline
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
that's got nothing to do with what i said. i disagreed with calling an intentionally un-lit and un-shaded scene "our 3dgs state of technology". shaders have nothing to do with this thread, but neither does the discussion on the state of 3dgs.

i also argued the point that the purpose of this thread is showcasing ventilator's plugin used with david lancaster's art.

aside from that i'm in full agreement with broozar.

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: Why I love Ventilator's lightmapping plugin [Re: JibbSmart] #166610
11/10/07 06:25
11/10/07 06:25
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline OP
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DavidLancaster  Offline OP
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Joined: Nov 2004
Posts: 862
Australia
Would it be fair to say that 3DGS is a cheap engine (price wise) and with all cheap products come their faults or shortcomings? You get what you pay for. And perhaps in order for conitec to help support indie developers they have a priority to keep the price of the product at the range it's in, start adding all these features etc that it seems everyone either expects or wants, then the price goes up and people complain about the expense.

Re: Why I love Ventilator's lightmapping plugin [Re: DavidLancaster] #166611
11/10/07 11:55
11/10/07 11:55
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
I agree with most of your statements. David is also right. The engine is cheap. But Toast brought it to a good point. In this case we dont need expensive new tools. We just need the access to another uv-set. You can surely do it with Lite-C and DirectX. But we only need to attach a second UV-set in MED with texture.

This is not a task to let engine price explode It is a change int the MDL format. I once asked for that in the future forum but got ignored.


Models, Textures and Games from Dexsoft
Re: Why I love Ventilator's lightmapping plugin [Re: Machinery_Frank] #166612
11/10/07 12:47
11/10/07 12:47
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
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JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
Quote:

But we only need to attach a second UV-set in MED with texture.


definitely agreed ^^

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: Why I love Ventilator's lightmapping plugin [Re: Machinery_Frank] #166613
11/10/07 13:34
11/10/07 13:34
Joined: May 2003
Posts: 567
Spain, Canary Islands
Felixsg Offline
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Felixsg  Offline
User

Joined: May 2003
Posts: 567
Spain, Canary Islands
If I not dream I see a post of JCL
and gamestudio A7 goes to support 4 uv
and already in beta testing

you try to search

The ventilator plug ins is a great tool and probably all other engines except a minority using external tools for make the lightmappers (3d studio by sample)

and the quality and speed of the pre-calculated lights are much better (raytracing lights prerender with 3d tools and anytimes winth plug ins tvray, carrara 6, vue 6 all can be baked) that shadowmaps pixelshaders

Re: Why I love Ventilator's lightmapping plugin [Re: Felixsg] #166614
11/10/07 15:14
11/10/07 15:14
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
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Joined: May 2002
Posts: 7,441
no, jcl has no plans to add more uv-sets to the model format. it would make the model format more complicated and i think it's jcl opinion that light mapping doesn't make sense for models since they are more meant for moving them around per script and being animated. i think light maps for models can make sense even once a7 level geometry is better supported (map compiler, fbx import,...). for example because models can have lod.

gamestudio's vertex format kind of supports 4 uv-sets. there are 3 uv-sets. one actually is meant for the tangent but it consists of 4 floats which also could store 2 uv-pairs if you don't need the tangent.

Re: Why I love Ventilator's lightmapping plugin [Re: frazzle] #166615
11/11/07 10:54
11/11/07 10:54
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline
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ShoreVietam  Offline
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Joined: Jul 2002
Posts: 2,002
Europe
Wicked, amazing, BEAUTIFUL!


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