Gamestudio Links
Zorro Links
Newest Posts
Zorro Trader GPT
by TipmyPip. 12/04/23 11:34
Newbie Questions
by AndrewAMD. 12/04/23 11:14
Square root rule
by Smallz. 12/02/23 09:15
RTest not found error
by TipmyPip. 12/01/23 21:43
neural function for Python to [Train]
by TipmyPip. 12/01/23 14:47
Xor Memory Problem.
by TipmyPip. 11/28/23 14:23
Training with command line parameters
by TipmyPip. 11/26/23 08:42
Combine USD & BTC Pairs In Asset Loop
by TipmyPip. 11/26/23 08:30
AUM Magazine
Latest Screens
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Tactics of World War I
Who's Online Now
2 registered members (TipmyPip, izorro), 556 guests, and 2 spiders.
Key: Admin, Global Mod, Mod
Newest Members
fairtrader, hus, Vurtis, Harry5, KelvinC
19019 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 2 of 3 1 2 3
Re: Bump Mapping with static lights... [Re: William] #107317
01/22/07 08:45
01/22/07 08:45
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Quote:

Which I wonder why is there a limit in the first place?




It's probably more of an old videocard support thing. Besides, whydoIdie is right, modern engines only have this very recently, not even Far Cry had this.

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Bump Mapping with static lights... [Re: PHeMoX] #107318
01/22/07 09:19
01/22/07 09:19
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
I should clarify things.. the 8 light limit applies only to fixed function *hardware vertex lighting*. That was just a standard in most hardware, why I dont know, probably speed. Really it only means one vertex cant be affected by more than 8 lights at a time. in almost no situation should this case be encountered.. if it is, you are not good at level design.

However, A6 used to have the additional restriction of only 8 active lights at a time, but with the new update this has been fixed.

In any case, hardware vertex lighting is rarely used now in modern engines, which tend to use per-pixel lighting. Vertex lghitng is usually not very good anyway. Its normaly better to have a smaller number of realistic lgihts than a truckload of bad ones.



Sphere Engine--the premier A6 graphics plugin.
Re: Bump Mapping with static lights... [Re: tindust] #107319
01/22/07 10:51
01/22/07 10:51
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
Aie aie aie
the Day Gamestudio will have a good library of nowadays shaders taking account of light manager and possibility to choose number of dyn light affecting one object
all that graphically in panels .... a good dream

Re: Bump Mapping with static lights... [Re: Matt_Aufderheide] #107320
01/22/07 11:26
01/22/07 11:26
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
Quote:

in almost no situation should this case be encountered.. if it is, you are not good at level design.




Imagine a long hallway, as far as the eye can see, a hallway that is not completely flat(there is contours). Now this hallways is normalmapped, this is no Doom3/Quake4/Prey/Sphere corridor here, this is made for a fast paced racing game. Now, in my visual imagination of this, the 4 light limit(rest used for weapons) in this long hallway which allows for fast racing between 8 opponents would have to have a very large range. Which would not look good. Therefore, in this case, it's not a level design issue. That is why normalmapping as seen in Doom3 ect. has yet to be applied to all games. It really is a fact that more lights can make a scene look better given the proper hardware(everygun has a light, headlights have there own lights, on every vehicle, level has it's lights).

btw - does the Unreal3 engine, and other new engines built ground up for pixel shaders, still contain this limit?


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
Re: Bump Mapping with static lights... [Re: William] #107321
01/22/07 16:37
01/22/07 16:37
Joined: Jan 2004
Posts: 620
Germany
TimeOut Offline
User
TimeOut  Offline
User

Joined: Jan 2004
Posts: 620
Germany
I found this in my old scripts. That works with static lights but you have no specular so it looks not so good.

Code:
 


var d3d_automaterial=on;

bmap detail_yourtexturenameinwed, <yournormalmap.tga>;

function init_detail_mapping
{
bmap_to_mipmap(mtl.skin1);
}

material nome14neu
{
event=init_detail_mapping;
skin1=detail_nome14neu;
effect=
"
matrix matWorldViewProj;
matrix matWorld;

texture mtlSkin1;
texture entSkin1;
texture entSkin2;
vector vecLight;

technique dot3map
{
pass p0
{
Texture[0] = <mtlSkin1>;
Texture[1] = <entSkin2>;
Texture[2] = <entSkin1>;
TextureFactor = 0xFFFFFFFF;

COLOROP[0] = DotProduct3;
COLORARG1[0] = Texture;
COLORARG2[0] = TFactor;
TexCoordIndex[0] = 1;

COLOROP[1] = Modulate;
COLORARG1[1] = Texture;
COLORARG2[1] = Current;
TexCoordIndex[1] = 0;

magFilter[2]=Linear;
minFilter[2]=Linear;
mipFilter[2]=Linear;
COLOROP[2] = AddSigned;
COLORARG1[2] = Texture;
COLORARG2[2] = Current;
TexCoordIndex[2] = 1;
}
}
";
}





Athlon 64 3700+ 2048 MB DDR PC400 Dual Corsair XFX Geforce 7800 GT A6 Commercial 6.4
Re: Bump Mapping with static lights... [Re: TimeOut] #107322
01/22/07 21:03
01/22/07 21:03
Joined: May 2005
Posts: 819
U.S.
Why_Do_I_Die Offline
Warned
Why_Do_I_Die  Offline
Warned

Joined: May 2005
Posts: 819
U.S.
William , the Unreal 3 engine is from what I understand a little under $1,000,000 for a 1 game licence , why are you even wasting your time wondering if it has an 8 dynamic lights limit ?

Re: Bump Mapping with static lights... [Re: Why_Do_I_Die] #107323
01/22/07 22:32
01/22/07 22:32
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
Quote:


Imagine a long hallway, as far as the eye can see, a hallway




I think you misunderstand the issue.. this hallway can be lighted no problem, just make sure its broken into a few pieces. How many times do i need to say it...this dynamic light limit is for vertices/faces, not whole levels.

Yes the old versi9ons of A6 had this problem, but thenew update takes care of it. per pixel lighitng can be handled in the exact same way, by breaking the level up.. Doom3 does it this way as well


Sphere Engine--the premier A6 graphics plugin.
Re: Bump Mapping with static lights... [Re: Matt_Aufderheide] #107324
01/24/07 14:22
01/24/07 14:22
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
Quote:


I think you misunderstand the issue.. this hallway can be lighted no problem, just make sure its broken into a few pieces. How many times do i need to say it...this dynamic light limit is for vertices/faces, not whole levels.




Ahh, I misread. Sorry about that, this makes sense(I was thinking 8 lights per a view).

Re: Bump Mapping with static lights... [Re: Matt_Aufderheide] #107325
01/24/07 15:55
01/24/07 15:55
Joined: Jul 2002
Posts: 1,364
Minbar
M
MaxF Offline
Serious User
MaxF  Offline
Serious User
M

Joined: Jul 2002
Posts: 1,364
Minbar
Hi Matt

What about the sun, Does bump mapping and normal maps work with the WED sun settings?


Re: Bump Mapping with static lights... [Re: tindust] #107326
01/24/07 16:56
01/24/07 16:56
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
"the next update of A6 will have support for many more dynamic lights per scene."
yeah , but in fact it will remain hardware limit of 8 real dynamic lights maximum simultaneously

In fact what is done is pretty simple in some AAA games :
baked lightening with lightmaps , so you can see 50 lights in your level simultaneously , the real lights associated ot each static baked light are disabled ,
and when you come close to one it is enabled so the lightening
is visible on your character or whatever.

Play Thief 3 to see it in action

in fact real dynamic lights are more used for day/Night cycle, or for nearest
weapons/magical powers effects or for a simple lamp a character would carry,
so study where to use dynamic lights.

A big trick like Doom 3 is using texture projectors just try it's level editor,
a projector cast a more bright color texture to simulate lamp, a more complex
light with some shadows, it projects in level and characters (any geometry)
and that's lot lot more fast than real light combined to a real shadow

this is one big trick of some AAA engines projected textures for ligths,
or shadows or decals(palm trees shadow or whatever).

Page 2 of 3 1 2 3

Moderated by  Blink, Hummel, Superku 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1