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fix the PVR issue please #323697
05/16/10 18:05
05/16/10 18:05
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline OP
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sPlKe  Offline OP
Expert

Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
fix the PVR issue please.

it looks like PVR doenst work with model levels with lightmaps. it seems like he takes a different texture for lighting not the real one...

Re: fix the PVR issue please [Re: sPlKe] #323698
05/16/10 18:13
05/16/10 18:13
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline
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fogman  Offline
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F

Joined: Apr 2005
Posts: 4,506
Germany
Imo this isn´t a bug. It´s descriped here:
http://www.conitec.net/beta/lighting.htm
(of course it would be nice if jcl could get it working with models, too)


no science involved
Re: fix the PVR issue please [Re: fogman] #323703
05/16/10 19:06
05/16/10 19:06
Joined: Sep 2006
Posts: 99
BS, Germany
Storm_Mortis Offline
Junior Member
Storm_Mortis  Offline
Junior Member

Joined: Sep 2006
Posts: 99
BS, Germany
Well actually the Page about the Lighting Engine told nothing about the issue...

The model recives PVR-Values from Models, seems to be the 2nd UV-Set, but not the Lightmap texture ... me testlightmap is white/blue - textures are terracotta/olive - player is lit terracotta/olive ...

so, if it's not meant this way, i thing we may call it a bug^^ Anyway ...

At least, its useless this way, and would be pretty cool to be useable.

Proberbly some indication would be helpful? Maybe by using the 2nd UVs, the last Skin always will be used for a Lightmap... Or some kind of cecker in Med "Ligntmap"

Don't know, but i would be very glad to finaly use this "Feature/Bug-Thingy" corect^^


it found a voice ... now it needs a body
Re: fix the PVR issue please [Re: Storm_Mortis] #323760
05/17/10 09:14
05/17/10 09:14
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
You probably mean PRV, not PVR? This has nothing to do with models. The PRV is compiled by the map compiler from the static level lighting.

When you need your model surfaces to affect the PRV, you can import them in WED as level geometry, or use c_trace and determine the lightmap value at the hit position.



Re: fix the PVR issue please [Re: jcl] #323795
05/17/10 14:56
05/17/10 14:56
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Joined: May 2005
Posts: 2,713
Lübeck
Is there a shorter solution than this?
Code:
if(c_trace(camera.x, vector(camera.x, camera.y, camera.z-1000), USE_POLYGON|SCAN_TEXTURE) > 0)
{
	if(HIT_TARGET)
	{
		BMAP *bmap_;
		bmap_ = ent_getskin(you, ent_status(you, 8));
		var format = bmap_lock(bmap_, 0);
		var pixel = pixel_for_bmap(bmap_, hit->v->u2*bmap_width(bmap_), hit->v->v2*bmap_height(bmap_));
		bmap_unlock(bmap_);
		pixel_to_vec(&color, NULL, format, pixel);
	}
}



Because hit.u2 and hit.v2 don´t seem to have the correct values and hit.skin2 is NULL.
The lightmap is displayed with the default material, thus I believe that everything is setup correctly.

Re: fix the PVR issue please [Re: jcl] #328605
06/14/10 09:34
06/14/10 09:34
Joined: Aug 2008
Posts: 482
B
bart_the_13th Offline
Senior Member
bart_the_13th  Offline
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B

Joined: Aug 2008
Posts: 482
Originally Posted By: jcl
You probably mean PRV, not PVR? This has nothing to do with models. The PRV is compiled by the map compiler from the static level lighting.

When you need your model surfaces to affect the PRV, you can import them in WED as level geometry, or use c_trace and determine the lightmap value at the hit position.


But it still not working when I load precompiled wmb to a level however I still can get the lightmap value using the c_trace.


Moderated by  aztec, Spirit 

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