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Bump Mapping with static lights... #107307
01/17/07 23:37
01/17/07 23:37
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline OP
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sPlKe  Offline OP
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Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
well, thats what i would need. i need a shader that does basically bump map on static lightsources AND the enviroment lightning. current shaders dont do this, even when dynamic flag is set...

dont you think this would help ALL of us?

Re: Bump Mapping with static lights... [Re: sPlKe] #107308
01/17/07 23:43
01/17/07 23:43
Joined: Jun 2005
Posts: 4,875
broozar Offline
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broozar  Offline
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static light source ^ wed lights, right?
but what's "environmental lighting"?

Re: Bump Mapping with static lights... [Re: broozar] #107309
01/18/07 00:58
01/18/07 00:58
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline OP
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sPlKe  Offline OP
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Innsbruck, Austria
ambient and sunlight settings in wed...

Re: Bump Mapping with static lights... [Re: sPlKe] #107310
01/18/07 07:40
01/18/07 07:40
Joined: May 2002
Posts: 2,541
Berlin
EX Citer Offline
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EX Citer  Offline
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Posts: 2,541
Berlin
I think the static lights in wed only drawo a colored shadow map on the blocks. And then they are gone. You would need to set a position entity for every light that is read out by the shader as a "(static) light" I think.


:L
Re: Bump Mapping with static lights... [Re: EX Citer] #107311
01/18/07 08:01
01/18/07 08:01
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
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Posts: 4,131
there is no way to use the static lights for bump mapping lights. You can fake this by applying a bump mapping shader to everything, using a neutral lighting vector. This has been done before.

Remember however that AFAIK shaders are still too slow on level blocks. Dont use level blocks, and dont use static lights if you want good lighitng shaders.. period. That stuff in WED is all outdated.


Sphere Engine--the premier A6 graphics plugin.
Re: Bump Mapping with static lights... [Re: Matt_Aufderheide] #107312
01/19/07 02:45
01/19/07 02:45
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline OP
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sPlKe  Offline OP
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Posts: 4,206
Innsbruck, Austria
yeah but the restriction of 8 dynamic lights is pretty bad. 8 lights are so little...

so basically this cant work at all, and i have to work around?

okay at least i know what to do^^

thanx^^

Re: Bump Mapping with static lights... [Re: sPlKe] #107313
01/19/07 03:59
01/19/07 03:59
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
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Matt_Aufderheide  Offline
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Quote:

yeah but the restriction of 8 dynamic lights is pretty bad. 8 lights are so little...




I am so sick of hearing this complaint. This should be made a sticky.

1) the 8 light limit is 8 in a view, not 8 per level...you can use many more lights as long as you turn them on and off when you move away from them.

2) the next update of A6 will have support for many more dynamic lights per scene.


Sphere Engine--the premier A6 graphics plugin.
Re: Bump Mapping with static lights... [Re: Matt_Aufderheide] #107314
01/19/07 06:34
01/19/07 06:34
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
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William  Offline
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Posts: 2,320
Alberta, Canada
Let's imagine you have a level has very long view distances. In this case you would probably have to have each light with a very large range, which wouldn't look to good(combine this with all your weapons dynamic lights, around 4-5 per a scene for this). Which I wonder why is there a limit in the first place? Considering computers are becoming more powerful all the time.


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Re: Bump Mapping with static lights... [Re: William] #107315
01/22/07 07:24
01/22/07 07:24
Joined: May 2005
Posts: 819
U.S.
Why_Do_I_Die Offline
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Posts: 819
U.S.
I really dont think more than 8 lights on screen is really needed , gamestudio users always demand so many features and things that even high level engines havnt supported till recently, and I've noticed all this is usually out of developer laziness. As since video games have been aroudn developers have had to abide by the restrictions of whatever hardware was available , and they managed to do it. I mean , c'mon , it's 2007 and we're all the way to A6 , and no one here has even done a game that could rival the old original DOOM. Thats right , even with all the power of A6 , no one has even come close to making a good game , and full game , thats even close to as complete and fun as the old DOOM was, which is INSANE , considering we have an engine that can pull off something as good as Unreal Tournament 2004 , or Painkiller , ect... Stop asking for and playing with new features ,and make an actual game with the ones you have. By the time the gamestudio community understands and starts properly using normal mapping and specular mapping virtual reality or getting plugged into the game like in the matrix will be the industry standard.LOL

Re: Bump Mapping with static lights... [Re: Why_Do_I_Die] #107316
01/22/07 07:37
01/22/07 07:37
Joined: Aug 2005
Posts: 312
Sweden
tindust Offline
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tindust  Offline
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Posts: 312
Sweden
A new twist on the good old

... if I only had a better pen, then I would write a Great Book!

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