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Re: supertrace plugin / second uv-set plugin
[Re: DavidLancaster]
#134253
06/16/07 17:01
06/16/07 17:01
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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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Quote:
Then when I draw the cross hair after 'draw uvs', it works but snaps to the nearest vertice on the uvs, it doesn't smoothly go over everything.
this happened with the first released version of supertrace if the entity wasn't at 0,0,0 because i forgot to transform the collision geometry. a week ago i uploaded a new version. are you sure you use the newest version?
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Re: supertrace plugin / second uv-set plugin
[Re: DavidLancaster]
#134254
06/16/07 17:49
06/16/07 17:49
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Joined: Nov 2003
Posts: 1,659 San Francisco
JetpackMonkey
Serious User
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Serious User
Joined: Nov 2003
Posts: 1,659
San Francisco
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Wait a sec... I'm confused.. so do I have to create my lightmaps in Maya/Blender/Giles anymore, or is it all done by the plugin? That.. can't be true.. (or? is it that insanely powerful???)
If not, which part does the plugin handle..?
Would this mean that I could build my levels with Maya/Obj Splitter and automaticaklly have the shadows made and everything in the engine?! Thanks
Last edited by Jetpack_Monkey; 06/16/07 17:54.
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Re: supertrace plugin / second uv-set plugin
[Re: JetpackMonkey]
#134255
06/16/07 18:03
06/16/07 18:03
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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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Quote:
do I have to create my lightmaps in Maya/Blender/Giles
yes, you still have to create them with an external tool.
sorry for the confusion. i shouldn't have posted anything about the ingame light mapper in this thread. that wasn't very wise. the ingame light mapper still is an experiment and i don't know yet if it will ever be production ready.
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Re: supertrace plugin / second uv-set plugin
[Re: ventilator]
#134258
06/17/07 00:26
06/17/07 00:26
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Joined: Nov 2004
Posts: 862 Australia
DavidLancaster
User
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User
Joined: Nov 2004
Posts: 862
Australia
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Quote:
Quote:
Then when I draw the cross hair after 'draw uvs', it works but snaps to the nearest vertice on the uvs, it doesn't smoothly go over everything.
this happened with the first released version of supertrace if the entity wasn't at 0,0,0 because i forgot to transform the collision geometry. a week ago i uploaded a new version. are you sure you use the newest version?
heh....thank you that was my problem
So now I have a mesh level, with cool lighting, and the player's ambient changes when it steps into the shadow/sun. You're the greatest Ventilator!
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Re: supertrace plugin / second uv-set plugin
[Re: DavidLancaster]
#134259
06/27/07 09:25
06/27/07 09:25
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Joined: Jul 2002
Posts: 4,436 Germany, Luebeck
Xarthor
Expert
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Expert
Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
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While I find this second uv-map thing pretty cool, I was always wondering how to let models react in a simple way to the shadow on the terrain or model, whatsoever. While taking a quick look in the wiki I stumbled across the following shader: http://www.coniserver.net/wiki/index.php/Texture_projectorIt's a texture projector, which seems to project the texture of a model on another model depending on the projector's position. Now I asked myself if it is possible to use that shader to project the shadow map of the terrain/entity on to (e.g.) the player entity? Has anyone ever tried to link thoses things?
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