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Re: ingame light mapper [Re: DavidLancaster] #135190
06/13/07 02:02
06/13/07 02:02
Joined: Feb 2005
Posts: 1,785
Jesusland
Towelie Offline
Serious User
Towelie  Offline
Serious User

Joined: Feb 2005
Posts: 1,785
Jesusland
dude thats more than insane, thats INANE. Not really, its awesome though!


Jimmy died, today, he blew his brains out into the bay, in the state of mind, its my own private suicide. A stitch in time saves nine... what the hell does that mean?!?
Re: ingame light mapper [Re: ventilator] #135191
06/13/07 04:44
06/13/07 04:44
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

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

i experimented with an ingame light mapper this weekend:



it can automatically generate light maps for a model based level directly in the engine. it already supports multiple colored point lights with falloff. casting shadows can be enabled or disabled for lights. (i always wanted this possibility in wed! it makes using fill lights much easier.)

you can change light settings in the engine and let the light map update immediately.

it's still experimental and work in progress and i hope everything works out.




Very cool! Must ... have ..this!!

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: ingame light mapper [Re: PHeMoX] #135192
06/13/07 05:26
06/13/07 05:26
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
...A little offtopic, but where might I find more info on Giles? I couldn't find it in a search...


xXxGuitar511
- Programmer
Re: ingame light mapper [Re: xXxGuitar511] #135193
06/13/07 06:08
06/13/07 06:08
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Heheheh, that's because it's not Giles, but Gile(s) ... anyways, here ya go:

http://www.frecle.net/index.php?show=products&section=giles&sub=about

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: ingame light mapper [Re: PHeMoX] #135194
06/13/07 06:45
06/13/07 06:45
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
ha, thanks bro. Looks good, but I can't fork out the money, so I'll have to look for an alternative


xXxGuitar511
- Programmer
Re: ingame light mapper [Re: DavidLancaster] #135195
06/13/07 20:28
06/13/07 20:28
Joined: Nov 2006
Posts: 129
Gondomar, Portugal
Pedro_Amorim Offline
Member
Pedro_Amorim  Offline
Member

Joined: Nov 2006
Posts: 129
Gondomar, Portugal
Quote:

I'd add it, just make sure that you get the $$ from selling it for implementing all the nice/stable/good features people would look for. Giles does it...(I think), here's the results I got:







is that an ingame screenshot inside gamestudio?
or in giles?
can you export from giles to gstudiio?

Re: ingame light mapper [Re: Pedro_Amorim] #135196
06/14/07 03:16
06/14/07 03:16
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline
User
DavidLancaster  Offline
User

Joined: Nov 2004
Posts: 862
Australia
It's a shot from gile(s) would look the same in gamestudio. Because the lightmap is baked over the tiled materials with Ventilators plugin, what you see is what you get when you use gile(s) now. You export to .x or .3ds then import into MED, but I've ran into lots of issues with the exporting/importing process because I'm going blender - gile(s) - 3DGS, it's all possible though.

Re: ingame light mapper [Re: DavidLancaster] #135197
06/14/07 09:37
06/14/07 09:37
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
what issues did you run in? could you post some more details about your blender-gile[s]-3dgs worklow? i think it could be interesting for others.

Re: ingame light mapper [Re: ventilator] #135198
06/14/07 12:40
06/14/07 12:40
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
Expert
oliver2s  Offline
Expert

Joined: Aug 2002
Posts: 3,258
Mainz
Wasn't it really diffucult to script an automatic unwrapper for the uv-set?

Re: ingame light mapper [Re: ventilator] #135199
06/14/07 13:36
06/14/07 13:36
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline
User
DavidLancaster  Offline
User

Joined: Nov 2004
Posts: 862
Australia
Quote:

what issues did you run in? could you post some more details about your blender-gile[s]-3dgs worklow? i think it could be interesting for others.



It could have been the way I exported my .obj from blender, I don't understand that plugin's interface at all. When I imported .obj into giles, I had heaps and heaps of materials, where I only need 1 material I had 10, so I had to go through the process of selecting the right ones, deleting then reassigning. I found that doing that messed up the export process to .x and .3ds. When I imported those files to MED all the materials were mixed up.

So the only way I can get it to work is if I export with all these materials, and then when I import that version into 3DGS it has about 50 materials when I only need 8 or so, and all the textures are internal so I have to go through the tedious process of making them external.

This all could be caused by my lack of experience though.

Is there a way to go blender - giles with as little materials as possible? I also find I have to select each material and create a texture for it. Is there any way to easily go blender - giles with the textures already loaded and in place?

Thanks!

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