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Tesselating at highest level
#332103
07/07/10 16:48
07/07/10 16:48
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Joined: Jul 2009
Posts: 1,198 Berlin, Germany
Liamissimo
OP
Serious User
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OP
Serious User
Joined: Jul 2009
Posts: 1,198
Berlin, Germany
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Hey Guys, me again. Now I am asking on how to get the best result with the lightning in WED. I want ti have a black level, no light. But there is one entity that sends out light ant the player has to follow the entity. That isn't the problem. The problem is: How to let the light look good? Even with tesselating at highest level u can see those triangles? Or make the level with med and use super much vertices? 
"Ich weiss nicht genau, was Sie vorhaben, aber Sie können keine Triggerzonen durch Ihr Level kullern lassen." -JCL, 2011
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Re: Tesselating at highest level
[Re: Liamissimo]
#332110
07/07/10 17:00
07/07/10 17:00
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
Expert
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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It's the only way to do it without ridiculous tesselation. As soon as you get Commercial hit-up the shader workshop and you'll be a shader guru within hours  Or learn while using the trial and you'll fall in love with shaders for sure, and you'll be even more excited about getting Commercial. Jibb
Formerly known as JulzMighty. I made KarBOOM!
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Re: Tesselating at highest level
[Re: JibbSmart]
#332111
07/07/10 17:02
07/07/10 17:02
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Joined: Jul 2009
Posts: 1,198 Berlin, Germany
Liamissimo
OP
Serious User
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OP
Serious User
Joined: Jul 2009
Posts: 1,198
Berlin, Germany
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Ok, so I have to make the game as far as I can and then with Commercial it will ahve AWESOME shaders. Normalmap, Specularmap, Refraction shader, Water shader = <3
"Ich weiss nicht genau, was Sie vorhaben, aber Sie können keine Triggerzonen durch Ihr Level kullern lassen." -JCL, 2011
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Re: Tesselating at highest level
[Re: Liamissimo]
#333922
07/20/10 02:20
07/20/10 02:20
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
Expert
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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Congrats  Get into the shader workshop (at least up to the end of diffuse lighting, which is per-pixel, but since it only uses the sun it doesn't to attenuation and won't completely solve your dynamic light problem). Then search the manual for "vecLightPos" and see how they show you to handle dynamic lights. The code should be very simple if you only need to handle the one dynamic light. You'll want to pass the positions of the lights and some other info from the vertex shader to the pixel shader so that you can do per-pixel lighting. I hope that gets you started. Jibb
Formerly known as JulzMighty. I made KarBOOM!
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