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Re: ingame light mapper [Re: xXxGuitar511] #135210
06/18/07 18:00
06/18/07 18:00
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
Serious User
JetpackMonkey  Offline
Serious User

Joined: Nov 2003
Posts: 1,659
San Francisco
I nominate you for a Nobel prize in awesomeness!!!!

Re: ingame light mapper [Re: JetpackMonkey] #135211
06/18/07 18:11
06/18/07 18:11
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
if i really were awesome there would be a reliable unwrapper.

Re: ingame light mapper [Re: ventilator] #135212
06/18/07 22:17
06/18/07 22:17
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Thank you very very much! (Those are too weak words for sure!)
Don't have enough time to test it extensivly yet!
Will do that tomorrow!

==================================
EDIT:

Had to test it right now! Works so far very good!
Even with my own models! But, had to set flag8.

Two questions:
- Sun_light has to be simulated by a far away light?
- To store the lightmaps, I make screenshots of each lightmap when showing them onscreen?

Last edited by Pappenheimer; 06/18/07 23:18.
Re: ingame light mapper [Re: Pappenheimer] #135213
06/19/07 09:59
06/19/07 09:59
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
Quote:

Works so far very good! Even with my own models!


screenshots please!

Quote:

- Sun_light has to be simulated by a far away light?


yes, there are no directional lights yet. support for them wouldn't be hard to add though.

Quote:

- To store the lightmaps, I make screenshots of each lightmap when showing them onscreen?


yes. i didn't need a save function and forgot to add one for this release. you can make a screenshot (but keep in mind that the script always scales the panel to 256x256) or integrate my tga writing code from the wiki.

Re: ingame light mapper [Re: ventilator] #135214
06/19/07 19:33
06/19/07 19:33
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Quote:

screenshots please!






Nothing special! Hope to get more done, tonight.

The lightmap is that of the 'hill' in the middle of the background.

Re: ingame light mapper [Re: Pappenheimer] #135215
06/19/07 20:06
06/19/07 20:06
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
Expert
oliver2s  Offline
Expert

Joined: Aug 2002
Posts: 3,258
Mainz
Very nice that you released your tool
I wanted to test it with my city models. But there are too many models. It takes too much time to add a second uv set to every entity.
Can you please release another version with your automatic unwrapper?

Re: ingame light mapper [Re: oliver2s] #135216
06/19/07 23:03
06/19/07 23:03
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
so does that mean its finished now?

Re: ingame light mapper [Re: Pappenheimer] #135217
06/20/07 01:29
06/20/07 01:29
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline
User
DavidLancaster  Offline
User

Joined: Nov 2004
Posts: 862
Australia
Wow Pappenheimer! May I ask how you got the rocks looking smooth? High Poly? And how you got the 2 textures on the rock to transition smoothly? Thanks!

Re: ingame light mapper [Re: oliver2s] #135218
06/20/07 03:39
06/20/07 03:39
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
This was fun, although a ways from done(needs ambient option/ quicker workflow). I wouldn't mind trying out the version with the automatic unwrapper.


Check out Silas. www.kartsilas.com

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

Daily dev updates - http://kartsilas.blogspot.com/
Re: ingame light mapper [Re: William] #135219
06/20/07 11:24
06/20/07 11:24
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
there is an ambient option in the script.

i have lots of ideas how it could be improved but i didn't want to work on that before there is a good unwrapper. you could easily improve the script yourself though.

Quote:

so does that mean its finished now?



no, it's not finished but it can be used already if you care for the second uv-map yourself.

i am not sure if would be a good idea to release the current unwrapper. you would waste a lot of time with trying to get rid of artifacts with complex models.

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