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UV to xyz #385281
10/15/11 21:16
10/15/11 21:16
Joined: Jul 2010
Posts: 283
Germany
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jenGs Offline OP
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jenGs  Offline OP
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Germany
Hi,
Is there a way to get the xyz coordinate of a certain uv position on a surface, or do I have to calculate it myself.
MfG,
Patrick

Re: UV to xyz [Re: jenGs] #385285
10/15/11 23:16
10/15/11 23:16
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Kiel (Germany)
I assume that's a pretty difficult task, what do you need that for?


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

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Re: UV to xyz [Re: Superku] #385286
10/15/11 23:42
10/15/11 23:42
Joined: Jul 2010
Posts: 283
Germany
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jenGs Offline OP
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Germany
I want to create my own static lightmapper, because I need a lightmap for each different light. I want to "fuse" them together in a final lightmap (shader). With this method It should be able to do something like they did in Thief1/2 in which you are able to switch static lightmaps on and off.

Re: UV to xyz [Re: jenGs] #385287
10/15/11 23:46
10/15/11 23:46
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Do you mean the world position of a pixel on the surface of an arbitrary mesh?

Re: UV to xyz [Re: Pappenheimer] #385288
10/15/11 23:54
10/15/11 23:54
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jenGs Offline OP
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Yes exactly

Re: UV to xyz [Re: jenGs] #385289
10/16/11 00:01
10/16/11 00:01
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Kiel (Germany)
Why would you need a lightmap for each light? That does not sound useful to me.
You can write your own shader where you simply deactivate the default static lightmap, or reload the material effect with effect_load (2 versions, one with, one without lightmap).


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: UV to xyz [Re: Superku] #385290
10/16/11 00:09
10/16/11 00:09
Joined: Jul 2010
Posts: 283
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jenGs Offline OP
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In my opinion all shadow/light shader sollution in gs are resource hungry and don't really look so good. So I thought, how the hell did half-life/quake2 engine did this (or the Dark engine) without any shaders.
Ok I could change the static lightmap during runtime, but the problem is, that everytime I want to switch a light on or off I had to recalculate the lightmap, because as the name sais it is static.

Re: UV to xyz [Re: jenGs] #385291
10/16/11 00:20
10/16/11 00:20
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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No, you don't. Simply add the dynamic light(s) to the static lightmaps.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: UV to xyz [Re: Superku] #385292
10/16/11 00:21
10/16/11 00:21
Joined: Jul 2010
Posts: 283
Germany
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jenGs Offline OP
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But I can't calculate shadow this way, or am I totally wrong here?

Re: UV to xyz [Re: jenGs] #385294
10/16/11 00:37
10/16/11 00:37
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Kiel (Germany)
Ah, now I see what you are trying to achieve. Half Life or Quake definitely did not support dynamic shadow mapping, they probably faked it with sprites or the like.
It's correct that you need to rebuild the map every time you create or change a light. If you show me a Thief video that shows the effect I or someone qualified might give you some detailed hints.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
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