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Re: supertrace plugin / second uv-set plugin [Re: Xarthor] #134260
09/23/07 00:18
09/23/07 00:18
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline
User
DavidLancaster  Offline
User

Joined: Nov 2004
Posts: 862
Australia
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

Re: supertrace plugin / second uv-set plugin [Re: DavidLancaster] #134261
09/23/07 11:44
09/23/07 11:44
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
You said this will work with static models. Do you mean static meshes imported into WED or models which don't move/are animated.

Re: supertrace plugin / second uv-set plugin [Re: DavidLancaster] #134262
11/08/07 23:24
11/08/07 23:24
Joined: Oct 2005
Posts: 57
P
picoder Offline
Junior Member
picoder  Offline
Junior Member
P

Joined: Oct 2005
Posts: 57
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?

Re: supertrace plugin / second uv-set plugin [Re: picoder] #134263
11/09/07 00:20
11/09/07 00:20
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline
User
DavidLancaster  Offline
User

Joined: Nov 2004
Posts: 862
Australia

Re: supertrace plugin / second uv-set plugin [Re: DavidLancaster] #134264
11/09/07 00:28
11/09/07 00:28
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline
User
DavidLancaster  Offline
User

Joined: Nov 2004
Posts: 862
Australia
Here's something small I've achieved with Ventilator's plugin:



Click this link
Now click this link
Then save the images to your pc, or somehow figure out a way to instantly transition between them and you can see just how amazing mesh lightmapping is and why I love this plugin so much and how cool Ventilator is for making it! If you use bsp it's going to eat your performance and you don't have the flexibility and ease of creativity with meshes

Another example:
Here
And here


Re: supertrace plugin / second uv-set plugin [Re: DavidLancaster] #134265
11/09/07 02:20
11/09/07 02:20
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Nice little village!

May I suggest some improvements?

Increase the contrast between light and shadow, it would look more like a warm sunny day.
You can set the values in the lightmapper to a warm reddish and yellowish colour for the sun and to a colder bluish color for the shadow.
And increase the contrast of the grass texture.

You seem to use a plain ground without slopes.
If you actually do so, it would be an easy way to 'connect' the walls better with the grass when blending the grass texture with the wall texture at the lower edge in a painting program.

Another hint, although I don't know how successful it would be in its results:
switch off the blur in the lightmapper, and adjust the regions where you need blur in the paint program.

Re: supertrace plugin / second uv-set plugin [Re: Pappenheimer] #134266
11/09/07 11:41
11/09/07 11:41
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline
User
DavidLancaster  Offline
User

Joined: Nov 2004
Posts: 862
Australia
Those are good suggestions Pappenheimer, thank you!

Re: supertrace plugin / second uv-set plugin [Re: DavidLancaster] #134267
11/09/07 13:28
11/09/07 13:28
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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
Re: supertrace plugin / second uv-set plugin [Re: Machinery_Frank] #134268
11/09/07 14:16
11/09/07 14:16
Joined: May 2005
Posts: 819
U.S.
Why_Do_I_Die Offline
Warned
Why_Do_I_Die  Offline
Warned

Joined: May 2005
Posts: 819
U.S.
That looks beautifull man , but , what do u need to do it ? I know theres the raytracer dll , but is there some type of tutorial for implementing it with what you did for lighting ? I dont really understand how i could use the supertrace dll to do the lighting for a scene , another qustion , would this work for dynamic lighting as well , or only static lights ? Info appreciated.

Re: supertrace plugin / second uv-set plugin [Re: Why_Do_I_Die] #134269
11/09/07 14:33
11/09/07 14:33
Joined: Sep 2005
Posts: 980
Aue, Sachsen, Germany
W
Wicht Offline
User
Wicht  Offline
User
W

Joined: Sep 2005
Posts: 980
Aue, Sachsen, Germany
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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