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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
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
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William  Offline
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Joined: Aug 2001
Posts: 2,320
Alberta, Canada
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.

Re: dynamic and static shadows on top of shaders [Re: William] #82689
08/12/06 04:18
08/12/06 04:18
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
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Posts: 7,441
what's "a.russell's method"? it was just an example i think. you can't use the two models like that.

what you theoretically could do is putting a shadow map into the alpha channel of a duplicated model and let it render over everything. do you mean something like that? it wouldn't really be a light map though but only a shadow map. i tried this once and it was fast enough even with a 50000 poly world. i think the reason it is fast enough is that the z-buffer is already filled after rendering the non-transparent geometry and then only the visible shadow geometry pixels have to be drawn.

Re: dynamic and static shadows on top of shaders [Re: ventilator] #82690
08/12/06 04:49
08/12/06 04:49
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
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William  Offline
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Joined: Aug 2001
Posts: 2,320
Alberta, Canada
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: William] #82691
08/12/06 08:34
08/12/06 08:34
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
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Matt_Aufderheide  Offline
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Well all this talk of lightmaps.. lightmaps are just so boring


Sphere Engine--the premier A6 graphics plugin.
Re: dynamic and static shadows on top of shaders [Re: Matt_Aufderheide] #82692
08/12/06 10:50
08/12/06 10:50
Joined: Mar 2003
Posts: 4,427
Japan
A
A.Russell Offline
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A.Russell  Offline
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Japan
Hi Matt, how about you add it to sphere? I'm sure you could do it much more quickly than Conitec.

Yes, what I posted above is an example. I don't know how the the lightmap would actually be implimented. I posted it in case it was useful as a test model for anyone who did.

Re: dynamic and static shadows on top of shaders [Re: Matt_Aufderheide] #82693
08/12/06 18:30
08/12/06 18:30
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
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William  Offline
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Joined: Aug 2001
Posts: 2,320
Alberta, Canada
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.


Check out Silas. www.kartsilas.com

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Daily dev updates - http://kartsilas.blogspot.com/
Re: dynamic and static shadows on top of shaders [Re: William] #82694
08/12/06 23:12
08/12/06 23:12
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
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JetpackMonkey  Offline
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Posts: 1,659
San Francisco
I'd take good lighting over the coolest bloom shading effects.. it's so important and overlooked.

Re: dynamic and static shadows on top of shaders [Re: JetpackMonkey] #82695
08/13/06 05:08
08/13/06 05:08
Joined: Mar 2003
Posts: 4,427
Japan
A
A.Russell Offline
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A.Russell  Offline
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Joined: Mar 2003
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Japan
From the GILE[s] forum:

Quote:


Yes, it's different from engine to engine. In most cases you can load both files, and then copy the vertex coordinates from the lightmapped model to the textured model (to a different texture coordinate set), and then apply the lightmap to the textured model.

The lightmapped model and the textured model are identical, except for the texture coordinates and which textures are applied to them.





Re: dynamic and static shadows on top of shaders [Re: A.Russell] #82696
08/13/06 05:27
08/13/06 05:27
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
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Matt_Aufderheide  Offline
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Posts: 4,131
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.


Sphere Engine--the premier A6 graphics plugin.
Re: dynamic and static shadows on top of shaders [Re: Matt_Aufderheide] #82697
08/13/06 13:49
08/13/06 13:49
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
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JetpackMonkey  Offline
Serious User

Joined: Nov 2003
Posts: 1,659
San Francisco
Aw thats what I thought is the appeal of sphere, filling in all the gaps of what A6 lacks. Though it would probably be faster implemented outside of Sphere, it looks better but is a bit slower, right?

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