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Re: WYSIWYG Texture-Editing and Workflow Video [Re: TechMuc] #230364
10/05/08 00:35
10/05/08 00:35
Joined: Aug 2008
Posts: 218
U.S.
GamerX Offline
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Awesome, this program will be a huge hit, can't wait and thanks for showing new features ass you add them makes me want it even more lol.


"You may never know what results come of your action, but if you do nothing there will be no result."
-Mahatma Gandhi
WYSIWYG Shadow-Editing and Workflow Video [Re: GamerX] #230492
10/05/08 23:47
10/05/08 23:47
Joined: Jul 2008
Posts: 894
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TechMuc Offline OP
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TechMuc  Offline OP
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Working on the Shadowmap algorithmn:



of course you can directly edit (not atm - i admit ^^), delete and see the created entity (not atm) or material skin.



The shadowmap is saved properly (of course as long as you want the shadowmap to be stored in a mtl skin or in a file).



Re: WYSIWYG Shadow-Editing and Workflow Video [Re: TechMuc] #230603
10/06/08 22:09
10/06/08 22:09
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TechMuc Offline OP
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Worked a little bit more on the shadow algorithmn.



tomorrow I'll work on the gras system (or better said will think about a good solution)

Re: WYSIWYG Shadow-Editing and Workflow Video [Re: TechMuc] #230607
10/06/08 22:47
10/06/08 22:47
Joined: Jul 2001
Posts: 6,904
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HeelX Offline
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Is this light coming from a point light or is this directional light? The shadows of the barrels at the bottom of the screen seem to be longer than the ones from the farer away ones...

Re: WYSIWYG Shadow-Editing and Workflow Video [Re: HeelX] #230622
10/07/08 08:13
10/07/08 08:13
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TechMuc Offline OP
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I'm tracing directly from the sun towards the pixel (therefore the sun as a sort of "point" light. But your're right.. hmm.. i'll have a look at this "bug".

Thanks for the hint.

Re: WYSIWYG Shadow-Editing and Workflow Video [Re: TechMuc] #230642
10/07/08 11:06
10/07/08 11:06
Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
Puppeteer Offline
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Puppeteer  Offline
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you could define a sun angle and look from each vertex of the model where the trace (direction is the angle) it hits the ground or trace from each pixel with the angle so just like this
Code:
vec_set(temp.x,vector(10000,0,0));
vec_rotate(temp.x,sunangle);
vec_add(temp.x,pixelpos);
trace(pixelpos,temp.x,....);
if result==0 or you==sky
no shadow on this pixel


Last edited by Puppeteer; 10/07/08 11:07.

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Re: WYSIWYG Shadow-Editing and Workflow Video [Re: Puppeteer] #230667
10/07/08 15:20
10/07/08 15:20
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TechMuc Offline OP
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yeah, thats the way i'm searching for shadow pixels (actually i use sun_pos.x instead of calculating the position for myself). The engine places the Vector sun_pos 1 million (!!!) quants outside of the point of origin (compared to 10.000 quants in your code example).

Actually I'm a bit irritated, because a terrain is about 100-500 quants big, therefore these quants should really be not important compared to the 1 million quants distance to the terrain (at least from the mathematical point of view..)

Addionally the shadow has the same length for all models, no matter where they are on the terrain. Only self shadowing makes a "shorter" shadow.
Sadly i have no idea why.. :X

Re: WYSIWYG Shadow-Editing and Workflow Video [Re: TechMuc] #230672
10/07/08 16:08
10/07/08 16:08
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline
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Austria
Wow this looks like a realy cool tool!!!

I hope that you can finish it and it won't fail like GameEdit....
Please don't add too much features in the first release, because then the risc is lower that you won't finish this realy needed Tool! ^^

Thanks for your greate work and time you put into this!

PS: It would be interesting how much you finished of the editor (in percent)?

Dark_Samurai


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Re: WYSIWYG Shadow-Editing and Workflow Video [Re: Dark_samurai] #230678
10/07/08 17:39
10/07/08 17:39
Joined: Jan 2008
Posts: 1,580
Blade280891 Offline
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This will become a vital part of gamemaking in 3DGS


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Re: WYSIWYG Shadow-Editing and Workflow Video [Re: Blade280891] #230689
10/07/08 19:09
10/07/08 19:09
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
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Quad  Offline
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İstanbul, Turkey
remove baked/precalculated shadows and add SSAO you ll get the basic version of crytek sandbox2 for acknex laugh (i know sandox has tons of other tools but you know similiar concept with this one)


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