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Re: use a second uv-set on your models
[Re: ventilator]
#131525
06/05/07 06:33
06/05/07 06:33
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Joined: Oct 2002
Posts: 8,939 planet.earth
ello
Senior Expert
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Senior Expert
Joined: Oct 2002
Posts: 8,939
planet.earth
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Quote:
ello, have a look at the example level. how would you achieve the same texture resolution of the grass for example if you baked everything into one image? you would need a 8192x8192 image or something like that.
yes, but if i bake the shadows and use detailmaps like gras and stone and blendmaps etc within a shader. i mean the baked shadow already provides a good uv-set and based on that i can tile the grass and other textures by using multipliers inside the shader code and in the end i take the shadowmap and multiply it. that should give the same results, right?
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Re: use a second uv-set on your models
[Re: ello]
#131526
06/05/07 08:36
06/05/07 08:36
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Ello: This might work in the case of a terrain with only one tiled texture like grass. But I can also map a sci-fi room with lots of tilable textures, many floor tiles, ceiling tiles, wall plates and columns with special textures. After that I create a second uv-set with a none-tilable uv-map and bake the shadows / static lighting into it. I can use even GI, Radiosity, area lights whatever I need. At the end I combine both textures and uv-sets and could even live with 2 medium sized textures like 1024x1024.
Such a level could look beautiful and would render full speed. My only concern is how can I add normal-mapping to this scenario. If anybody finds a solution then this will be my favourite tool.
I still did not find the time to check this out. Have to finish some paid jobs. But I am still highly interested in that.
Models, Textures and Games from Dexsoft
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Re: use a second uv-set on your models
[Re: Machinery_Frank]
#131527
06/05/07 12:37
06/05/07 12:37
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Joined: May 2002
Posts: 7,441
ventilator
OP
Senior Expert
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OP
Senior Expert
Joined: May 2002
Posts: 7,441
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Code:
effect= " texture mtlSkin1; texture entSkin1;
technique t0 { pass p0 { Texture[0]=<entSkin1>; Texture[1]=<mtlSkin1>; Texture[2]=<entSkin1>; TexCoordIndex[0] = 0; ColorArg1[0] = Texture; ResultArg[0] = Temp; // mix light map with dynamic lighting TexCoordIndex[1] = 1; ColorArg1[1] = Texture; ColorOp[1] = AddSigned; ColorArg2[1] = Diffuse; AlphaArg1[1] = Temp; AlphaOp[1] = SelectArg1; // apply lighting to texture TexCoordIndex[2] = 0; ColorArg1[2] = Texture; ColorOp[2] = Modulate2x; ColorArg2[2] = Current; MagFilter[2] = Linear; MinFilter[2] = Linear; MipFilter[2] = Linear; } } ";
this seems to work. not sure if it could be done with two texture stages only. i think it would be better to separate it into two models (one with the opaque textures and one with the transparent ones) so that the engine can correctly render them in the opaque/transparent render passes.
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Re: use a second uv-set on your models
[Re: DavidLancaster]
#131529
06/05/07 23:44
06/05/07 23:44
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Joined: May 2002
Posts: 7,441
ventilator
OP
Senior Expert
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OP
Senior Expert
Joined: May 2002
Posts: 7,441
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i have programmed a function called supertrace() which offers this functionality: http://www.coniserver.net/ubbthreads/sho...true#Post745256supertrace.zip ~ 500kb it's a free separate plugin. to try out the example script extract the zip file to the directory with the mesh plugin demo. with this function entities will be able to react to shadows below them. (another thing which wouldn't be possible if you just baked everything into one texture.) it could also be helpful for other things. it was a bit tricky to implement and it is experimental. i don't know if it is usable for real projects.
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Re: use a second uv-set on your models
[Re: DavidLancaster]
#131531
06/06/07 08:27
06/06/07 08:27
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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I am not sure if I did understand it well.
Is it meant to be used as follows? You trace with supertrace() to the texture beyond your position (choosing first or second uv-set) and you can get a color or the darkness of the shadow to make something like: hide in the shadows, warm up the player in the sun or program some dynamic over-exposures?
Models, Textures and Games from Dexsoft
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Re: use a second uv-set on your models
[Re: DavidLancaster]
#131533
06/06/07 15:31
06/06/07 15:31
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Joined: Dec 2005
Posts: 478 India
msl_manni
Senior Member
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Senior Member
Joined: Dec 2005
Posts: 478
India
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If I understand correctly then you are using Newton + Second_UV for your projects. That means that you have been able to implement the polygonal collision detection with Newton. Is it for Lite_c only or the whole package be used with c_script too. Please elaborate your plans about your project implementation, which seems to be very exciting.
My Specialities Limited.
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