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Re: Why I love Ventilator's lightmapping plugin [Re: Inestical] #166586
11/09/07 06:41
11/09/07 06:41
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline

Dichotomic
Captain_Kiyaku  Offline

Dichotomic

Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
I got the tool too few days ago and i tested it on a baked radiosity scene. Was really impressive how good it looks with the second lightmap.

Great shots


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Re: Why I love Ventilator's lightmapping plugin [Re: DavidLancaster] #166587
11/09/07 07:44
11/09/07 07:44
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
That looks great. Everything seems to match.


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
Re: Why I love Ventilator's lightmapping plugin [Re: William] #166588
11/09/07 07:54
11/09/07 07:54
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline
Senior Expert
fastlane69  Offline
Senior Expert

Joined: Mar 2003
Posts: 5,377
USofA
That is simply amazing!
Now "the big question": FPS?

Re: Why I love Ventilator's lightmapping plugin [Re: fastlane69] #166589
11/09/07 08:11
11/09/07 08:11
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
FPS will not be a big issue since it just uses a second uv-set with second texture for the models.

Best thing would be to support a second uv-set directly in mdl format in the future. I once asked for that in the future forum but nobody replied. They just ignored this

The images look great. Good work on the models as well!


Models, Textures and Games from Dexsoft
Re: Why I love Ventilator's lightmapping plugin [Re: Machinery_Frank] #166590
11/09/07 08:19
11/09/07 08:19
Joined: Apr 2006
Posts: 1,551
Netherlands
D3D Offline
Serious User
D3D  Offline
Serious User

Joined: Apr 2006
Posts: 1,551
Netherlands
Thought it was on the forecast, but I guess that i've not understood. So i've purchased Giles today. Do I still need supertrace or only this plugin w/A7?


smile
Re: Why I love Ventilator's lightmapping plugin [Re: D3D] #166591
11/09/07 08:37
11/09/07 08:37
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline OP
User
DavidLancaster  Offline OP
User

Joined: Nov 2004
Posts: 862
Australia
Frank's right, it does nothing to the fps.

Supertrace plugin is used to trace to a position on a model and return the coordinates of that position on the model's bmap. You can then find the color of that position of the bmap and set a model's ambient to that color. This way if your character steps from shadow to light it's ambient will change rather than just staying it's default/netrual color/ambient.

Re: Why I love Ventilator's lightmapping plugin [Re: DavidLancaster] #166592
11/09/07 09:07
11/09/07 09:07
Joined: Jun 2005
Posts: 4,875
broozar Offline
Expert
broozar  Offline
Expert

Joined: Jun 2005
Posts: 4,875
impressive. still, it's static lighting and static shadows only which is quite limiting. imagine the trees waving in the air, throwing dynamic shadows on the houses, day/night cycles with changing atmosphere...

Re: Why I love Ventilator's lightmapping plugin [Re: broozar] #166593
11/09/07 09:28
11/09/07 09:28
Joined: Jul 2004
Posts: 1,924
Finland
Ambassador Offline
Serious User
Ambassador  Offline
Serious User

Joined: Jul 2004
Posts: 1,924
Finland
That looks absolutely gorgeous David! I'm loving the feel of that environment.

Re: Why I love Ventilator's lightmapping plugin [Re: broozar] #166594
11/09/07 10:08
11/09/07 10:08
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Quote:

impressive. still, it's static lighting and static shadows only which is quite limiting. imagine the trees waving in the air, throwing dynamic shadows on the houses, day/night cycles with changing atmosphere...




I still don't quite get what you want to say with this. It is not Far Cry, we all know that, and A7 is not the Cry Engine. So what? We are not Bluebyte, we are not Crytec, we are not Dave Perry. Astonished?

To me, there is nothing more convincing than this plugin, because all the other shader based tools like Sphere or IceX killed the frame rate and caused issues where I would have needed an additional coder who only had to take care of compatibiliy of the shaders and keeping everything visible as it should be. (And, be sure, I wasted a lot of time with this experiments! )

Maybe, Zapan's plugin does the job within reasonable frame rates and efforts, but, ventilator's plugin already showed what it does.

This is my rant for the 'bird in the hand' which 'is worth two in the bush'.

And, take another look, look at the market, and where people like us with the engine we've got could have a chance to compete:
http://www.bigfishgames.com/download-games/1059/virtualvillagers/index.html
Look at this this way: the CryEngine has no chance to compete on this market!

Quote:

imagine the trees waving in the air, throwing dynamic shadows on the houses, day/night cycles with changing atmosphere...




For this there are workarounds possible:
- dynamically changing the fog adds much to the athmosphere
- one could cycle through shadowmaps of the house roof
...

Re: Why I love Ventilator's lightmapping plugin [Re: Pappenheimer] #166595
11/09/07 10:36
11/09/07 10:36
Joined: Jun 2005
Posts: 4,875
broozar Offline
Expert
broozar  Offline
Expert

Joined: Jun 2005
Posts: 4,875
astonished? no. well, i'm astonished that you are overwhelmed by a nearly 10 years old technology (bake light maps).

btw, who needs to be crysis? http://www.leadwerks.com/files/livingforest.wmv (leadwerks engine)

sphere engine 2 had these animated tree shadows as well. i don't want to talk about shiva or torque.


i do not bash ventilators work, and i like the atmosphere that David's image creates. nevertheless, if you are objective, you must admit that it's at least 6 years behind state of the art. why should i be astonished of that? just because it's 3dgs and "3dgs has another standard blabla"?

Quote:

one could cycle through shadowmaps of the house roof


have fun

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