Gamestudio Links
Zorro Links
Newest Posts
Newbie Questions
by fairtrader. 12/05/23 14:22
Zorro Trader GPT
by TipmyPip. 12/04/23 11:34
Square root rule
by Smallz. 12/02/23 09:15
RTest not found error
by TipmyPip. 12/01/23 21:43
neural function for Python to [Train]
by TipmyPip. 12/01/23 14:47
Xor Memory Problem.
by TipmyPip. 11/28/23 14:23
Training with command line parameters
by TipmyPip. 11/26/23 08:42
Combine USD & BTC Pairs In Asset Loop
by TipmyPip. 11/26/23 08:30
AUM Magazine
Latest Screens
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Tactics of World War I
Who's Online Now
0 registered members (), 631 guests, and 2 spiders.
Key: Admin, Global Mod, Mod
Newest Members
fairtrader, hus, Vurtis, Harry5, KelvinC
19019 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 2 of 2 1 2
Re: Shadow Map rendering wrong [Re: Scorpion] #113342
02/23/07 22:49
02/23/07 22:49
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
This calls for opening WED!

Ok, lets see...

In the options for the map compiler, lower the "Tesselate Shaded" slider. This is how many quants there will be per lightmap square. However, if you set this too low, you will get the crappy "Surface too big for shaded mode" error. So adjust it to your needs...


BTW: You understand why it looks jagged like that right? If not, I can give you a brief explanation of how it works...


xXxGuitar511
- Programmer
Re: Shadow Map rendering wrong [Re: xXxGuitar511] #113343
02/25/07 17:54
02/25/07 17:54
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
According to the manual and the map compiler popup, the tesselate shaded slider affects the quality of dynamic lights and not static lightmaps. To reduce static lightmap jaggies, you have to scale the texture down in WED but at the cost of framerate in some cases.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Shadow Map rendering wrong [Re: Orange Brat] #113344
02/26/07 01:48
02/26/07 01:48
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
Damn, your right. Never realised that.

Scale of the texture you say?... hmm...


Oh, and another useful tip I found! (Not too sure if it will fix your problem or not, but it helps). Create 2 or three lights where you need your light position to be. Offset them all from each other a little bit (depends on distance, gradient desired, etc). Then lower the brihtness of them all. This should give you a nice smooth light gradient. However, i'm not sure if each light has its own lightmap, or each texture.


xXxGuitar511
- Programmer
Page 2 of 2 1 2

Moderated by  HeelX, Spirit 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1