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2 registered members (TipmyPip, izorro),
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Re: Bump Mapping with static lights...
[Re: MaxF]
#107327
01/24/07 17:25
01/24/07 17:25
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Joined: Oct 2003
Posts: 4,131
Matt_Aufderheide
Expert
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Expert
Joined: Oct 2003
Posts: 4,131
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Quote:
What about the sun, Does bump mapping and normal maps work with the WED sun settings?
yes, just use the vecSunDir variable which is passed into the effect automatically.
@theExpert:
I'm not sure what you are talking about...thief3 used fully dynamic per-pixel lighting. I dont belive it had any lightmapping at all..
Also this statement:
Quote:
yeah , but in fact it will remain hardware limit of 8 real dynamic lights maximum simultaneously
..doesnt make much sense. Modern hardware can support many more lights than 8.. in fact new cards dont use fixed funciton hardware lighting at all anymore, they just use vertex sahders to emulate it. no modern game uses fixed function lighting anyway.
If you want a hundred dynamic lights, you can do it easily in a vertex shader(alhtoguh you do need to ass in the light data variables, and c_script still has a limit on the number of material skills.. you can solve this using the code i posetd for a dll in another thread..)
Texture projection has little to do with lighting.. Projection is used of rshadows or other effects, but the actual lighitng calculations are still done normally in the pixel sahders.
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Re: Bump Mapping with static lights...
[Re: Matt_Aufderheide]
#107328
01/24/07 17:29
01/24/07 17:29
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Joined: Oct 2004
Posts: 1,856
TheExpert
Senior Developer
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Senior Developer
Joined: Oct 2004
Posts: 1,856
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for texture projection , even look at some videos of some last 3D engines, it can be used for ligths. ok for unmimited lights , but the more you use, more GPU it will eat  and vertex are ok , but not as good as pixel , less precise , for levels perhaps ok , but for on characters it won't be ok and as good as pixel ?
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Re: Bump Mapping with static lights...
[Re: Why_Do_I_Die]
#107332
01/25/07 09:40
01/25/07 09:40
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Joined: Oct 2004
Posts: 1,856
TheExpert
Senior Developer
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Senior Developer
Joined: Oct 2004
Posts: 1,856
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héhéhééé  It was my little break time  But never mind i'm not 3D Guru and don't want to be right about these technos , i'm more 3D artist and my goal is making games using the last possible technos. So if a 3d engine gives me dynamic lights , if it looks as good as some AA engines neverMind what can be the techno behind , waht can be the shaders or whatever , just the RESULT count 
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Donīt eat each other...
[Re: TheExpert]
#107333
01/27/07 05:41
01/27/07 05:41
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Joined: Sep 2006
Posts: 99 BS, Germany
Storm_Mortis
Junior Member
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Junior Member
Joined: Sep 2006
Posts: 99
BS, Germany
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wow, finally we have a talk about this...
one point Spike didnīt mention is that the shader isnīt expected to be used on blocks. I talked to Spike about this per ICQ, i didnīt notice his/this thread untill now.
I red in this changes-readme-thing from the last update(6.4xx) that it will be possible now to use the statlights for shader by checking the dynamic_flag. I wondert that nobody was using this oportunity to bake a nice normalmapping or diffuse shader.
Fact is i donīt know much about shader, but i thought here where somebody who could help. When i asked (several months ago) almost nobody answered, maybe because of my low postcount or my bad english you think i,m a noob, but iīm working with 3DGS about 6 years now. Iīm just not often here since i,ve an internet connection. Iīm used to work alone and no person who write junk to collect posts, there are already too much in the forum... but it seems like not here.
I do everything i need by myself, but need anything to enlight the models nicer. And i canīt simply use dymlights, i need shadowmaps and i need up to 25 light on the screen per time.
I donīt demand that anybody help me, i only want that you understand the problem.
btw, dymlight used for level lightning are ugly, it do shine through walls and stuff...
donīt foredoom me please^^''''
it found a voice ... now it needs a body
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