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Re: [Map compiler] Lightmap-Styles / AO?
[Re: JibbSmart]
#325719
05/27/10 19:24
05/27/10 19:24
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Joined: Oct 2007
Posts: 5,211 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
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This should not be very hard to implement with the current map compiler? only a diffrent lightmap algorithm?
Such feature would be nice.
3333333333
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Re: [Map compiler] Lightmap-Styles / AO?
[Re: Landixus]
#325783
05/28/10 09:08
05/28/10 09:08
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Joined: Jan 2004
Posts: 3,023 The Netherlands
Helghast
Expert
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Expert
Joined: Jan 2004
Posts: 3,023
The Netherlands
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Cry Engine 3, and I am not sure "Killzone2" use it? Killzone 2 had it turned off in the release version, was a shader as well, which, even after being tweaked the hell out of it, turned out to be too slow. The faked AO was just clever lightmapping done with the Turtle engine. (they made a new render engine now, Beast, used in Unity3.0) http://www.illuminatelabs.com/
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Re: [Map compiler] Lightmap-Styles / AO?
[Re: rojart]
#325813
05/28/10 13:14
05/28/10 13:14
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Joined: Mar 2006
Posts: 2,252
Hummel
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Expert
Joined: Mar 2006
Posts: 2,252
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I don't think that static AO looks any good, with the low lightmap resolution. I think the low lightmap res would only be a problem for low range AO which in fact could be additionally simulated in real time by SSAO besides a static wide range solution.
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