1 registered members (TipmyPip),
15,499
guests, and 5
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
Re: "Gears of Torque" TGEA demo
[Re: sPlKe]
#200753
04/05/08 13:03
04/05/08 13:03
|
Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
|
Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
|
tried to get those shadows from static meshes. i dotn get any shadows at all. can anyone tell me EXACTLY what i need to set, flags or anything?
sounds pretty noob-ish, i know... This is the topic of this thread and we came to the point that it does not work. Spirit mentioned that it works better in the last beta but still there are problems. I talked with users like Slin via MSN and they also replied that still problems exist with self-shadowing, shadow resolution, tesselation and similar.
Models, Textures and Games from Dexsoft
|
|
|
Re: "Gears of Torque" TGEA demo
[Re: Machinery_Frank]
#200754
04/05/08 13:04
04/05/08 13:04
|
Joined: Sep 2003
Posts: 929
Spirit

Moderator
|

Moderator
Joined: Sep 2003
Posts: 929
|
You still understood everything wrong. And you still cannot read.
At Dexsoft we work with A7 and we experience bugs like very other A7 user, period. Frank, if I understand everything wrong then please explain it patiently. I just wanted to know what mysterious bugs you were talking about. But whatever you answered it was always different. First you claimed that WED can not compile shadows on imported meshes. I showed you a screenshot that WED compiled fine on imported meshes without any problem. Then you claimed that the map compiler has bugs that everyone knows including Conitec. I look in the bug forum and no one has reported a map compiler bug nor is it mentioned in the bug list. Then you claimed that you know from the bugs from other people who were talking about bugs in the beta version. But you are no beta tester so bugs in the beta version should not be your problem. Now you're claiming that you found your mysterious "bugs" at Dexsoft and I still do not understand: When you really found a bug, why the hell dont you report it? How else should Conitec learn about that bug, do you think they read this mess of a thread?
|
|
|
Re: "Gears of Torque" TGEA demo
[Re: Spirit]
#200757
04/05/08 13:11
04/05/08 13:11
|
Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
|
Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
|
First you claimed that WED can not compile shadows on imported meshes. I showed you a screenshot that WED compiled fine on imported meshes without any problem. You showed a beta image with bad low resolution shadows. Ventilator asked for a better view or real-time version and you ignored that. Then you claimed that the map compiler has bugs that everyone knows including Conitec. I look in the bug forum and no one has reported a map compiler bug nor is it mentioned in the bug list. Then you claimed that you know from the bugs from other people who were talking about bugs in the beta version. But you are no beta tester so bugs in the beta version should not be your problem. This problem has been mentioned even one year ago as I still was a member of the beta forum. The problem exists since the beginning of A7. Because of that you will not find much posts in the bug forum. The bug is more than one year old! Now you're claiming that you found your mysterious "bugs" at Dexsoft and I still do not understand: When you really found a bug, why the hell dont you report it? How else should Conitec learn about that bug, do you think they read this mess of a thread? I mentioned that about 5 times in this thread but you still are ignorant or not able to read. As you can see above and from other posts (like Ventilator): This problems is a WELL-KNOWN problem from the beginning of A7. I won't tell it to them for the 20th time. Please read this post this time and don't ask the same questions again and again!
Models, Textures and Games from Dexsoft
|
|
|
Re: "Gears of Torque" TGEA demo
[Re: Machinery_Frank]
#200761
04/05/08 13:18
04/05/08 13:18
|
Joined: May 2005
Posts: 2,713 Lübeck
Slin
Expert
|
Expert
Joined: May 2005
Posts: 2,713
Lübeck
|
Spirit, I have the smoothflag set, but it is still bad:  Do you call this good looking? And you can see a wrong shadow on the right.
Last edited by Slin; 04/05/08 13:19.
|
|
|
Re: "Gears of Torque" TGEA demo
[Re: sPlKe]
#200762
04/05/08 13:23
04/05/08 13:23
|
Joined: Sep 2003
Posts: 929
Spirit

Moderator
|

Moderator
Joined: Sep 2003
Posts: 929
|
tried to get those shadows from static meshes. i dotn get any shadows at all. can anyone tell me EXACTLY what i need to set, flags or anything?
sounds pretty noob-ish, i know... No prob Spike, thats what you do (hopefully I dont forget a step): 1. Get a static mesh. Mine was 3DS and without textures, so I import it in MED, scale it BIG, and save it as MDL (1 minute). 2. Open an empty level in WED, Import that MDL. 3. Select the whole model, assign a texture from standard.wad and set the smooth flag on the texture. 4. Place a light and make sure that its range (the yellow circle) is over the whole model. Or set sun and ambient in map properties. (1 Minute) 5. Save and Compile. Simple Map, Mesh Mode, Don't Snap Vertices. (2 Minutes). 6. Start Engine and press F6 for screenshot. Slin, check material. The steps on the ball do not look like static shadow at all. They have nothing to do with the map compiler but are just DirectX shading from the material. Geometry has no Gouraud shading, therefore the steps. Set the diffuse color of mat_shaded and mat_flat at zero. Finally this thread becomes somewhat useful... 
|
|
|
|