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Re: Why I love Ventilator's lightmapping plugin
[Re: fastlane69]
#166589
11/09/07 08:11
11/09/07 08:11
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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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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
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Re: Why I love Ventilator's lightmapping plugin
[Re: broozar]
#166594
11/09/07 10:08
11/09/07 10:08
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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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 ...
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Re: Why I love Ventilator's lightmapping plugin
[Re: Pappenheimer]
#166595
11/09/07 10:36
11/09/07 10:36
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Joined: Jun 2005
Posts: 4,875
broozar
Expert
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Expert
Joined: Jun 2005
Posts: 4,875
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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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