Fließender Übergang??? Fluid Transition???

Posted By: Espér

Fließender Übergang??? Fluid Transition??? - 03/08/09 21:29

Zuerst ein Screen:
First a Screen:


Ok.. weiß wer wie ich den Übergang der Beleuchtung zwischen den einzelnen Blockmodellen fließend machen kann?? Imo iss des derbst abgehackt...


Ok.. Is there somebody who knows, how to make the transition between the block-lighting fluid??
At the moment, it looks really chopped off...
Posted By: Pappenheimer

Re: Fließender Übergang??? Fluid Transition??? - 03/08/09 23:07

These are models, not blocks, right?

In MED you can separate the sides from each other by selecting one side, copying it, then deleting it and pasting it again. Do this with each side, then save the side.

Now, the model will behave different relating the shadowing on its surface.
You will see! wink
Posted By: Espér

Re: Fließender Übergang??? Fluid Transition??? - 03/08/09 23:27

superb works great..

another little question..

Has anyone an idea, how to let the models become a bit twisted to each other???


Example:


You see, all walls are a bit twisted/waved. but they fit each other...
And if you dig one, the blocks around change the form
Any idea how???
Posted By: Quad

Re: Fließender Übergang??? Fluid Transition??? - 03/09/09 01:28

the easiest way would be using more than one model fot walls.
Posted By: EvilSOB

Re: Fließender Übergang??? Fluid Transition??? - 03/09/09 05:54

Damn, Im going to have to re-install DK 1 & 2 now... PLAY TIME!
(now where did I put those disks)

Anyway, multiple models is one way, or you can tweak each models
vertices at creation time by a random amount. Just make sure
overlapping verticies (of touching blocks) get adjusted by the
same amount so they still 'mesh' with one another.
Note - I cant see this being very fast at level creation time though.

Another way may be blocks animated with bones. One bone per 'side'
with a "dug" position and an "un-dug" position meaning the block
"touching" that side is dug/undug. Warp the vertecies in med to be
a perfect mesh when "un-dug" but cleaner/smoother when "dug".
I hope Im clear with this difficult description.

PS Esper: Looking VERY good. Please PM me on how you got over
the slow level-create time(due to so many entities) if you dont mind.
Posted By: Espér

Re: Fließender Übergang??? Fluid Transition??? - 03/09/09 18:06

the level-loading time is now less than 5 seconds.. but if i add normal-mapping shade... it cracks up to 1-2 minutes...
Still looking for ideas to make that faster..
Posted By: EvilSOB

Re: Fließender Übergang??? Fluid Transition??? - 03/10/09 03:38

Hmm maybe if you add the shader on the first time each ent gets into your spotlight area? (sorry if off-topic)
Posted By: Espér

Re: Fließender Übergang??? Fluid Transition??? - 03/10/09 12:15

hmm..
is there a PP-normalmap shader???
I think that´ll be faster than adding it to each single model
Posted By: EvilSOB

Re: Fließender Übergang??? Fluid Transition??? - 03/10/09 14:23

I dont think pp and normal mapping would mix. But I am VERY noob to shaders.

BTW, forgive me if Im wrong, I havent seen your code in ages, and I am only
new to shaders, But didnt your old code create a separate material for
EVERY entity and all those materials have the same shader?
Couldnt you just greate a single global material with the shader, and assign the
global material to ALL the entities(at ent_create time)?
Or am I missing something fundamental?
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