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Re: supertrace plugin / second uv-set plugin
[Re: DavidLancaster]
#134262
11/08/07 23:24
11/08/07 23:24
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Joined: Oct 2005
Posts: 57
picoder
Junior Member
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Junior Member
Joined: Oct 2005
Posts: 57
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Quote:
The 'old' supertrace plugin wont work with A7's new vertex geometry, Ventilator has made a new one for A7 and I hope he will post a download soon
I'd wonder how to project a shadow like that too, sounds like a powerful tool
Could you upload A7 version of supertrace plugin, please?
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Re: supertrace plugin / second uv-set plugin
[Re: DavidLancaster]
#134267
11/09/07 13:28
11/09/07 13:28
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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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If you dont mind my coments then I would like to add something as well:
Some edges have sharp shadow transitions. Some smoothing in the shadow baker could help to overcome this. It is obvious on tree-trunks and on the walls.
I also would like to have more contrasty lighting but then you need a more bright sky. For your grayish, cloudy sky your lighting setup is perfectly right. So it just depends on the mood you want to achieve.
Wish you much success with this promising project.
Models, Textures and Games from Dexsoft
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Re: supertrace plugin / second uv-set plugin
[Re: Why_Do_I_Die]
#134269
11/09/07 14:33
11/09/07 14:33
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Joined: Sep 2005
Posts: 980 Aue, Sachsen, Germany
Wicht
User
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User
Joined: Sep 2005
Posts: 980
Aue, Sachsen, Germany
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Supertrace has nothing to do with "Lighting the Scene". Do you know SCAN_TEXTURE in c_move? Manual: Quote:
SCAN_TEXTURE Used to give actors some kind of vision, by retrieving the texture name, flags, brightness and light color of the hit surface. Mutually exclusive with USE_BOX. The predefined string tex_name and the variables tex_flag1..tex_flag8, tex_light, tex_color and tex_fog are modified according to the hit object (see below). If nothing was hit, tex_name and the other parameters are not set. The texture name can be used to check the kind of floor below an entity. Through the str_cmpi instruction the floor texture name can be determined and some different walking behavior can be set. Another possibility is using tex_light to make a player invisible for his enemies when he hides in the shadows.
If you use Ventilator's MeshPlugin to give your Models a second UV-Set (Lightmapping) then you can get the Pixelcolor under the Player with Supertrace.
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