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Re: Why I love Ventilator's lightmapping plugin [Re: ShoreVietam] #166616
11/11/07 15:01
11/11/07 15:01
Joined: Sep 2005
Posts: 274
Switzerland - Zurich
zwecklos Offline
Member
zwecklos  Offline
Member

Joined: Sep 2005
Posts: 274
Switzerland - Zurich
The screens look amazing. Great work!
For the discussion about the baked lights:

Interactive Architecture

There was also a big discussion about rendering lights and bake them on geometry.
This project was done in A6 and we just used some simple shaders/scripts to combine the lightmaps with the diffuse textures. There is no need for a plugin to realize such nice looking sceneries. All you need is a serious render-engine

Conitecs engine supports lightmaps, cool, use it.

cheers

zwecklos

Last edited by zwecklos; 11/11/07 15:08.
Re: Why I love Ventilator's lightmapping plugin [Re: zwecklos] #166617
11/11/07 16:56
11/11/07 16:56
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
if you use the same uv-set for the textures and the light map then you can't use tiled textures though. this may work for small architectural visualizations but not for bigger game levels.

Re: Why I love Ventilator's lightmapping plugin [Re: Inestical] #166618
11/20/07 02:10
11/20/07 02:10
Joined: Sep 2005
Posts: 508
Texas
not_me Offline
User
not_me  Offline
User

Joined: Sep 2005
Posts: 508
Texas
THATS AWESOME! OMG! I SHOWED EVERYONE IN TEH OFFICE AND THEY WERE LIKE.."MAN WE SUCK! THIS GUY ROCKS!" very nice


-Initiate Games
-Level designer

http://www.sckratchmagazine.com
Re: Why I love Ventilator's lightmapping plugin [Re: not_me] #166619
11/20/07 03:16
11/20/07 03:16
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
Quote:


@lostclimate: hell, i do not condemn baking shadows. you didn't get my point. so again, in slowmo:
1. a standard acknex render looks like this: http://www.churness.com/axys/NoLightMap.jpg so this is "our 3dgs state of technology". wow.
2. vent created a plugin. it is a plugin like matt's sphere engine: it tries to add features to a6 (in other words, kill the inconveniences) by sacrificing ease of use (you need a bunch of additional programs and customise piles of code to work with it) and speed (>sphere).
3. everyone says "aaaah" when they see David's pictures. don't forget: standard acknex looks like the screen posted in 1.) what you like is a) the light and shadow rendering done in gile[s] (not 3dgs) and b) vent's plugin (not 3dgs). the scene wouldn't look close as good as it's now.
nevertheless, David has done a nice work in setting up the scene, choosing colors, textures, building the environment etc.
4. acknex is not even capable of using this 10 year old shadow baking technology at a decent level, or tell me why David couldn't light his scene with a6 onboard-tools. i do not want to talk about dynamic shadows.
5. why should shadowmapping be bad? even doom3 uses it http://seiryu.cside.to/3dfps/Doom3/doom3-shadow01.jpg
6. what makes me sad is that, even if you wanted to, you simply could let the tga-transparent textured tree throw a dynamic shadow on the ground. and, in fact, without the plugin, you couldn't even use a static one.

all in all: a work around, like vent's plugin, is barely an engine feature. i like vent's plugin as well. but it cannot console me that this should be a built-in easy to use standard engine feature. not the work of an external program and a hobby(? excuse me if it's wrong) programmer.

oh, and:

Quote:
... completely confused and should probably should drop out of the gaming industry.

you are part of the game industy? are you really? or are you only someone who wants to be? show us your products then...






This post hs nothing to do with the nativc capabilities of 3dgs.. why are you talking about them? Also Game Design is never easy so yes you need a little experience to use stuff. As far as doom3 using dynamic shadows... so? doom looked like crap, with hard edges, and way too much specularity on everything it made it look horrible, what should be strived for is a mix between dynamic and static lighting.

\
That last comment.... Im not sure how to take that, seeing as you do not know me, but im going to take it as an insult because that sounds like tho tone of the (sarcastic?) question. Yes I do consider myself "in the industry" I make all my income thru game design, and so far I've work on two published titles, and am doing work on another 3 that will be published soon. Are they AAA? no, but casual games are indeed still a part of the game design industry, and so are simulators.

I recomment a mod of some sort warn broozer for his seemingly insulting comment.

Re: Why I love Ventilator's lightmapping plugin [Re: lostclimate] #166620
11/20/07 13:49
11/20/07 13:49
Joined: Jul 2006
Posts: 503
Australia
A
adoado Offline

User
adoado  Offline

User
A

Joined: Jul 2006
Posts: 503
Australia
Whether lostclimate is part of the game industry or not is not relevant to this thread. The thread is about light mapping, shadows, etc.

Lets stay on topic before it gets out of control.

Thanks,
Adoado.


Visit our development blog: http://yellloh.com
Re: Why I love Ventilator's lightmapping plugin [Re: adoado] #166621
11/20/07 15:49
11/20/07 15:49
Joined: Jun 2005
Posts: 4,875
broozar Offline
Expert
broozar  Offline
Expert

Joined: Jun 2005
Posts: 4,875
@lostclimate: i won't comment you imo unqualified comments about the doom engine, your mixing up of game design and engine capabilities, the difference between the art and the engine as well as the game industry part - think what you like. i am well aware that this thread wasn't about a6 or a7, only about ventilator's lovable plugin (read my first word: "impressive"). it wasn't me who made it an a7 thread, it was pappenheimer, re-read the thread if you like. he took my comment as an assault on acknex, himself and the community that it wasn't meant to be. you jumped on that train and took everything personally. so let's forget about it and calm down.

Re: Why I love Ventilator's lightmapping plugin [Re: broozar] #166622
11/20/07 15:58
11/20/07 15:58
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
deal

Re: Why I love Ventilator's lightmapping plugin [Re: zwecklos] #166623
11/20/07 16:16
11/20/07 16:16
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline
Expert
mpdeveloper_B  Offline
Expert

Joined: Feb 2006
Posts: 2,185
Quote:

The screens look amazing. Great work!
For the discussion about the baked lights:

Interactive Architecture

There was also a big discussion about rendering lights and bake them on geometry.
This project was done in A6 and we just used some simple shaders/scripts to combine the lightmaps with the diffuse textures. There is no need for a plugin to realize such nice looking sceneries. All you need is a serious render-engine

Conitecs engine supports lightmaps, cool, use it.

cheers

zwecklos




I have to agree with Trooper119 here, it isn't much about the shaders, it's about the rendering engine, and for the price of A6 you get an ok rendering engine, you get what you pay for, but, it also seems outdated. It doesn't take that many models in a scene before your framerate drops considerably. Also trying to add shaders to it is adding insult to injury, for instance i've played HL2 and HL2 Episode 1 and they both run faster than most games i've played on this engine, even the ones without shaders....sure you can run these shaders, but try running them in a game that has plenty of models on screen at a time, like an outdoor fps, if you can't play a game like that with a decent framerate, then shaders are out of the question and shouldn't be included as the engine's current state....

Just an opinion - Manslayer101

And btw, the lightmapped scene looks great David, Ventilators plugin did really make a difference

Last edited by mpdeveloper_B; 11/20/07 16:16.

- aka Manslayer101
Re: Why I love Ventilator's lightmapping plugin [Re: mpdeveloper_B] #166624
11/20/07 21:27
11/20/07 21:27
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline
Rabbit Developer
Inestical  Offline
Rabbit Developer

Joined: Apr 2005
Posts: 3,815
Finland
Ok good. you two settled it. Just don't try to blow up this again.

FEI: don't reply if someone is acting all stupid or bashes you. just inform a mod and he/she will deal with it.


"Yesterday was once today's tomorrow."
Re: Why I love Ventilator's lightmapping plugin [Re: Inestical] #166625
12/28/07 22:12
12/28/07 22:12
Joined: Sep 2005
Posts: 508
Texas
not_me Offline
User
not_me  Offline
User

Joined: Sep 2005
Posts: 508
Texas
Ooooo pretty...


-Initiate Games
-Level designer

http://www.sckratchmagazine.com
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