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Re: use a second uv-set on your models [Re: msl_manni] #131534
06/06/07 15:40
06/06/07 15:40
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
supertrace() and the second uv-set plugin work with c-script and lite-c.

my newton physics example (see lite-c contributions forum) only works with lite-c since wrapping all newton functions for c-script would be a bit a pain.

Re: use a second uv-set on your models [Re: ventilator] #131535
06/07/07 14:07
06/07/07 14:07
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline
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DavidLancaster  Offline
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Joined: Nov 2004
Posts: 862
Australia
Out of curiosity, would it be possible to use a 3rd uv set and scale it's uv to represent cloud shadows? Or would it work just as well to have a model of the level, with transparent cloud shadow map, and scale the uv of that model. ie the model would be independant of the shadow mapped one and slightly offset along the z axis? Or to get complex, could you possibly load up the cloud uv and write it over the lightmap uv by writing directly to the bmap, and scale it across dynamically?

Re: use a second uv-set on your models [Re: DavidLancaster] #131536
06/07/07 14:19
06/07/07 14:19
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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Posts: 7,441
i don't think you would need a manually defined uv-set for that. for projecting clouds the uv-coordinates could be generated on the fly in the shader. for example just use the x and y coordinates of the vertices and scale and offset them a bit.

Re: use a second uv-set on your models [Re: ventilator] #131537
06/08/07 15:47
06/08/07 15:47
Joined: May 2002
Posts: 2,541
Berlin
EX Citer Offline
Expert
EX Citer  Offline
Expert

Joined: May 2002
Posts: 2,541
Berlin
where I have to place the money? If anyone played around with this, hows the impact on the framerate (espacially on not so good pcs/notebooks).


:L
Re: use a second uv-set on your models [Re: EX Citer] #131538
06/08/07 17:35
06/08/07 17:35
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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Joined: May 2002
Posts: 7,441
you can write me a pm or an email to the address which is mentioned in the example script.

did you play around with the demo? the example model should give an impression about performance. you could compare the frame rate with and without the light map and maybe with more copies of the model in the level.

(but keep in mind that for performance it probably would be more ideal to use several <~5000 polygon models instead of big models like the 20000 polygon one in the example.)

Re: use a second uv-set on your models [Re: ventilator] #131539
06/17/07 18:51
06/17/07 18:51
Joined: Nov 2006
Posts: 129
Gondomar, Portugal
Pedro_Amorim Offline
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Pedro_Amorim  Offline
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Joined: Nov 2006
Posts: 129
Gondomar, Portugal
so. how do a n00b like me makes thing thing to work?
i already have the 2models to test.
and now what?
lol
im a n00b when it comes to c-script

Re: use a second uv-set on your models [Re: Pedro_Amorim] #131540
06/17/07 18:59
06/17/07 18:59
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
in the script you have to uncomment example1 and then look for the filenames of my example models and replace them with the filenames of your models.

Re: use a second uv-set on your models [Re: ventilator] #131541
07/06/07 14:27
07/06/07 14:27
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline
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DavidLancaster  Offline
User

Joined: Nov 2004
Posts: 862
Australia
Hey Ventilator

If I'm using your supertrace plugin I have to use the newton splash screen right???

New beta features being implemented:

A7 X When c_trace() hits a model entity in OBB mode, the tex_color vector is now set to the color of the texture pixel at the hit point. For this the texture must be a TGA image in 24 bit RGB or in 32 bit ARGB format.

A7 X When c_trace() hits a level block or a model entity in OBB mode, the predefined target_map pointer is set to the hit BMAP (the lightmap or the first entity skin), and the target_pos vector is set to the u,v coordinates of the hit point on the texture. This can be used to paint on the texture, add or remove shadows, or punch holes in targets with a gun.

What would this mean by adding or removing shadows to the texture surface? What would this mean for your supertrace plugin? Is your 2nd uv set and supertrace just made for A6?

Re: use a second uv-set on your models [Re: DavidLancaster] #131542
07/06/07 15:06
07/06/07 15:06
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
no, you don't have to show the newton splash screen. you just have to credit newton but you don't have to use the splash screen for that. please see the newton license.



these new c_trace features (which i have suggested in the future forum a while ago) can't replace supertrace() yet since the returned model uv-coordinates always are of the first uv-set.

jcl said that future versions will also be able to return the coordinates of the second uv-set and then supertrace() won't be needed anymore for a7.



i don't think there are any plans to support loading a second model uv-set in a7 so my mesh plugin will stay necessary for that.

Re: use a second uv-set on your models [Re: ventilator] #131543
07/10/07 02:25
07/10/07 02:25
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
Serious User
JetpackMonkey  Offline
Serious User

Joined: Nov 2003
Posts: 1,659
San Francisco
Mwaah I love this plugin!

Vent, you had mentioned a kind of admittedly clumsy but quick way this could be hacked together with the obj-splitter, so I can light my huge (several hundred model) levels all together.. how should I go about doing this? (Right now I am just taking a few essential pieces and doing it by hand, but it would be so awesome to have the splitter and this working in tandem, just imagine)

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