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Using gile(s) #136405
06/14/07 11:09
06/14/07 11:09
Joined: Sep 2003
Posts: 1,037
Budapest, Hungary
DEX Offline OP
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DEX  Offline OP
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Joined: Sep 2003
Posts: 1,037
Budapest, Hungary
Hye David, can you tell us something about how you used giles in creating shadows?
I am very interested because you showed few nice screens. Thnx


DEXSOFT-GAMES.COM
Re: Using gile(s) [Re: DEX] #136406
06/14/07 11:21
06/14/07 11:21
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Posts: 4,771
Bay City, MI
I used it a little, quite useful indeed, its been a while tho, so im of no help, but i use blender for my lightmaps

Re: Using gile(s) [Re: lostclimate] #136407
06/14/07 13:25
06/14/07 13:25
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline
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DavidLancaster  Offline
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Joined: Nov 2004
Posts: 862
Australia
Hey Dex

I'm using Ventilator's plugin. You make a mesh level, export it to .obj or some other format to get your mesh level into giles. In giles add lights, for an outdoor scene I like to use global illumination for lovely level ambient and use a directional light for the sun. Once you've compiled the lightmap, you export to either .x or .3ds format. When you export it will give you two files, the mesh level with the textures and no lightmapping, and another version of the model with a special uv set for the lightmap. You then import both of these models into separate mdl files and plug it into Ventilator's plugin.

The exporting process from giles I found most difficult, I exported to the .3ds version for the textured mesh model, and exported to .x to get the lightmapped model. The reason being that the export of the lightmapped version for .3ds didn't import well to med for me, and vice versa for .x.

Hope it helps.

David

Re: Using gile(s) [Re: DavidLancaster] #136408
06/14/07 15:48
06/14/07 15:48
Joined: Sep 2003
Posts: 1,037
Budapest, Hungary
DEX Offline OP
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DEX  Offline OP
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Budapest, Hungary
It will be much, much easier if we can do all this in WED, dont you think?
Hm, but I think that I am very boring with constantly crying to get any shadow system on terrains


DEXSOFT-GAMES.COM
Re: Using gile(s) [Re: DEX] #136409
06/14/07 16:03
06/14/07 16:03
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Bielefeld, Germany
Quote:

It will be much, much easier if we can do all this in WED, dont you think?
Hm, but I think that I am very boring with constantly crying to get any shadow system on terrains




Ventilator mentioned that his uv-mapping works only with simple models.
I guess that a terrain is such a simple model.
Maybe, his tool is already of much help to you!
Ask him!

Re: Using gile(s) [Re: Pappenheimer] #136410
06/14/07 16:08
06/14/07 16:08
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
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for terrains you don't need my tool. terrains don't need a second uv-set since its uvs just are a planar projection which can be scaled arbitrarily for each texture. you just would have to improve my terrain light mapping script from the wiki a bit. adding lighting equations and support for multiple lights would be easy.

Re: Using gile(s) [Re: ventilator] #136411
06/14/07 16:29
06/14/07 16:29
Joined: Aug 2000
Posts: 7,490
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Orange Brat Offline

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Orange Brat  Offline

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Quote:

It will be much, much easier if we can do all this in WED,




Don't expect WED's lightmapper to ever approach giles. Unless a miracle happens and the lightmapper person kicks some serious ass with a future version, I don't see it happening. I just posted on the giles forum about this double UV plugin and David's usage of giles with it (and general details about A7). I also posted the specs to the current 3DGS file formats. It's under their feature request section and should be at the top. Anyway, he mentioned they'll look into it, but their current priority is Collada and maybe FBX (which is good for us when A7 is official). There's a new giles 2.0 alpha available (and feature limited and weird), but it has some interesting new features, and only time will tell if we'll ever get a usable giles to WED pipeline. Perhaps, users with more knowledge and use for such a pipeline can post in that thread to help them out and encourage development. I've done my part.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Using gile(s) [Re: Orange Brat] #136412
06/14/07 16:36
06/14/07 16:36
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
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Posts: 7,441
thanks! it could be that fbx works quite well with MED but direct mdl7 support of course would be nicer. with mdl7.lib it shouldn't be that much work for the gile[s] author(s?).

gile[s] just would have to export two mdl7 files. one with the textures and the first uv-set and one with the light map and the second uv-set. but i think that's how gile[s] handles most other supported formats too?

Re: Using gile(s) [Re: ventilator] #136413
06/14/07 17:22
06/14/07 17:22
Joined: Aug 2000
Posts: 7,490
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Orange Brat Offline

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Orange Brat  Offline

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Joined: Aug 2000
Posts: 7,490
I'm not sure, the best thing would be for someone who knows better to post in that thread and suggest that path so that if they do decide to implement MDL7 export, they'll know the best way for us. It will also be essential they have the latest MDL7 libraries. I just posted the WIKI page. Here's the thread:

http://www.frecle.net/forum/viewtopic.php?t=316


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Using gile(s) [Re: Orange Brat] #136414
06/16/07 13:51
06/16/07 13:51
Joined: Apr 2006
Posts: 1,551
Netherlands
D3D Offline
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D3D  Offline
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Posts: 1,551
Netherlands
Tried the demo and like the screenshots very much. Question: What do I need to get this into -> A7 (lite-c)? Currently I have Blender / Lightwave installed. Also, must I wait with the purchase of Gile(s) until Frecle finish FBX exporter and Conitec release A7 final? Guess if Gile(s) could export FBX and WED FBX importer is ready the results would be very good right!?


smile
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