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Re: dynamic and static shadows on top of shaders
[Re: A.Russell]
#82688
08/12/06 04:04
08/12/06 04:04
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Joined: Aug 2001
Posts: 2,320 Alberta, Canada
William
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Joined: Aug 2001
Posts: 2,320
Alberta, Canada
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A.Russell's method will only work in environemnts with low poly counts. It's hard to imagine the hit on your speed duplicating your entire environments.
Vent's right about Max having lightmaps which are not connected, and possibly higher verts than the original texture. If anyone has the knowledge to write such a lightmapping tool which would work with these lightmaps, i'd be willing too pay for it. Send a PM if you have the knowledge to go about such a task. Since I know very little about d3d, and writing a plugin(nevermind the time investment) myself. Infact, I bet theres more than a few users who'd be willing to pay for such a tool. Afterall, as more and more users become experienced and use models for their levels, the lightmapping need will be even more apparent.
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Re: dynamic and static shadows on top of shaders
[Re: ventilator]
#82690
08/12/06 04:49
08/12/06 04:49
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Joined: Aug 2001
Posts: 2,320 Alberta, Canada
William
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Joined: Aug 2001
Posts: 2,320
Alberta, Canada
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Quote:
what's "a.russell's method"? it was just an example i think. you can't use the two models like that.
I thought he was somehow blending the two models using shaders. Sorry about the misunderstanding. 
I was wondering about your alpha map method. Wouldn't it still be rendering 2 models(duplicate with alpha map and black texture, and the normal textured model) though? How would you go about doing this for an entire scene(40+) models? Mabye i'm not quite understanding it.
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Re: dynamic and static shadows on top of shaders
[Re: Matt_Aufderheide]
#82693
08/12/06 18:30
08/12/06 18:30
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Joined: Aug 2001
Posts: 2,320 Alberta, Canada
William
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Joined: Aug 2001
Posts: 2,320
Alberta, Canada
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lol, yeah, they arn't that flashy but still add alot to a scene(which would otherwise be even more dull). It would be awsome if you'd add something like this for Sphere? If your intrested, please send me a PM and I can help compensate you for your efforts.  p.s - the reason I cannot use per-pixel lighting is due to the size and scope of the game. Between the A.I, weapons, and large level environments, per-pixel would bog down a fast racing environment just too much. Nevermind getting a good scene managaer to manage all the dynamic lights properly across an large area. 
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Re: dynamic and static shadows on top of shaders
[Re: A.Russell]
#82696
08/13/06 05:27
08/13/06 05:27
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Joined: Oct 2003
Posts: 4,131
Matt_Aufderheide
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Quote:
Hi Matt, how about you add it to sphere? I'm sure you could do it much more quickly than Conitec.
I will never add lightmapping to Sphere.
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