Gamestudio Links
Zorro Links
Newest Posts
loading historical data 1st time
by AndrewAMD. 04/14/23 12:54
Trade at bar open
by juanex. 04/13/23 19:43
Bug in Highpass2 filter
by rki. 04/13/23 09:54
Adding Limit Orders For IB
by scatters. 04/11/23 16:16
FisherN
by rki. 04/11/23 08:38
AUM Magazine
Latest Screens
SHADOW (2014)
DEAD TASTE
Tactics of World War I
Hecknex World
Who's Online Now
3 registered members (AndrewAMD, The_Judge, Grant), 898 guests, and 5 spiders.
Key: Admin, Global Mod, Mod
Newest Members
rki, FranzIII, indonesiae, The_Judge, storrealba
18919 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 2 of 6 1 2 3 4 5 6
Re: ingame light mapper [Re: frazzle] #135180
06/10/07 20:24
06/10/07 20:24
Joined: Jul 2002
Posts: 5,181
Austria
Blattsalat Offline
Senior Expert
Blattsalat  Offline
Senior Expert

Joined: Jul 2002
Posts: 5,181
Austria
looks really good. hope we can see more of this soon.

lights and shadow can be a pain in gs, so everyhing that can improve this is more then welcome.

cheers


Models, Textures and Levels at:
http://www.blattsalat.com/
portfolio:
http://showcase.blattsalat.com/
Re: ingame light mapper [Re: Blattsalat] #135181
06/10/07 21:36
06/10/07 21:36
Joined: Mar 2007
Posts: 677
0x00000USA
M
MrCode Offline
User
MrCode  Offline
User
M

Joined: Mar 2007
Posts: 677
0x00000USA
Looks really nice!




Code:
void main()
{
    cout << "I am MrCode,";
    cout << "hear me roar!";
    system("PAUSE");
}
Re: ingame light mapper [Re: MrCode] #135182
06/10/07 21:48
06/10/07 21:48
Joined: Aug 2005
Posts: 1,012
germany, dresden
ulf Offline
Serious User
ulf  Offline
Serious User

Joined: Aug 2005
Posts: 1,012
germany, dresden
wow thats vent stuff! (cant write more right now due to massive alk abuse)

Re: ingame light mapper [Re: ulf] #135183
06/11/07 05:55
06/11/07 05:55
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

.
Nems  Offline

.

Joined: Mar 2003
Posts: 4,264
Wellington
Man that looks sooo cool!

Re: ingame light mapper [Re: Nems] #135184
06/11/07 15:48
06/11/07 15:48
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
ventilator, could you please sell this already as sort of very early beta, please?


Would like to fumble around with it soooo eager!!! [Is this actually an english sentence? Please, any nativ speaker, correct me! Would like to know it.]

Re: ingame light mapper [Re: Pappenheimer] #135185
06/11/07 16:38
06/11/07 16:38
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
Expert
oliver2s  Offline
Expert

Joined: Aug 2002
Posts: 3,258
Mainz
Yeah, a demo would be nice. I want to test it in my Stonehill city that consists of models only

Re: ingame light mapper [Re: oliver2s] #135186
06/12/07 00:29
06/12/07 00:29
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
it isn't really ready yet. with my simple test level it works great but i guess you would have more fun to try it with your own models.

unfortunately i noticed that with more complex models there can be artifacts at small triangles (light mapping never will be 100% artifact free but with the current version they still are too annoying i think). i guess the automatic uv-map generation which is the crucial point of this whole thing has to be more optimized and i hope i can achieve that.

but in case it works out it will be very cool. i made a very simple light editor now and ingame light editing really is fun. it's a much nicer workflow than doing it in WED.

Re: ingame light mapper [Re: ventilator] #135187
06/12/07 05:37
06/12/07 05:37
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
Expert
oliver2s  Offline
Expert

Joined: Aug 2002
Posts: 3,258
Mainz
Would it be possible to check, if the pixel that were hit has an alpha channel and give the shadow pixel the same transparency? This would be usefull to create for e.g. shadows for trees.

Re: ingame light mapper [Re: oliver2s] #135188
06/12/07 13:15
06/12/07 13:15
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
do you mean shadows on the tree itself or the shadow the tree casts?

handling transparent shadow casters would be possible with some effort but i am not sure if it were worth it. i think often the light map wouldn't have a high enough resolution for displaying the shadows of individual leaves of a tree anyway?

Re: ingame light mapper [Re: ventilator] #135189
06/13/07 01:12
06/13/07 01:12
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline
User
DavidLancaster  Offline
User

Joined: Nov 2004
Posts: 862
Australia
I'd add it, just make sure that you get the $$ from selling it for implementing all the nice/stable/good features people would look for. Giles does it...(I think), here's the results I got:



Page 2 of 6 1 2 3 4 5 6

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1