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Re: [Map compiler] Lightmap-Styles / AO? [Re: JibbSmart] #325719
05/27/10 19:24
05/27/10 19:24
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
This should not be very hard to implement with the current map compiler? only a diffrent lightmap algorithm?

Such feature would be nice.


3333333333
Re: [Map compiler] Lightmap-Styles / AO? [Re: Quad] #325778
05/28/10 08:05
05/28/10 08:05
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
I don't think that static AO looks any good, with the low lightmap resolution. We can give it a try. Do you know a software that uses AO for static lightmaps?

Re: [Map compiler] Lightmap-Styles / AO? [Re: jcl] #325780
05/28/10 08:17
05/28/10 08:17
Joined: Dec 2007
Posts: 706
Schortens Germany
Landixus Offline
User
Landixus  Offline
User

Joined: Dec 2007
Posts: 706
Schortens Germany
Cry Engine 3, and I am not sure "Killzone2" use it?


My Blog German: http://blog.quakeit.de/
www.quakeit.de ||
Airfix Game in Cooperation with:
www.3drt.com
Models Levels and Textures
Re: [Map compiler] Lightmap-Styles / AO? [Re: Landixus] #325782
05/28/10 08:31
05/28/10 08:31
Joined: Aug 2000
Posts: 1,140
Baunatal, Germany
Tobias Offline

Moderator
Tobias  Offline

Moderator

Joined: Aug 2000
Posts: 1,140
Baunatal, Germany
Cry Engine 3 does not use AO for static lightmaps. It has an AO shader.

Re: [Map compiler] Lightmap-Styles / AO? [Re: Landixus] #325783
05/28/10 09:08
05/28/10 09:08
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
Expert
Helghast  Offline
Expert

Joined: Jan 2004
Posts: 3,023
The Netherlands
Originally Posted By: Landixus
Cry Engine 3, and I am not sure "Killzone2" use it?


Killzone 2 had it turned off in the release version, was a shader as well, which, even after being tweaked the hell out of it, turned out to be too slow.

The faked AO was just clever lightmapping done with the Turtle engine. (they made a new render engine now, Beast, used in Unity3.0)

http://www.illuminatelabs.com/


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
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Re: [Map compiler] Lightmap-Styles / AO? [Re: Helghast] #325784
05/28/10 09:14
05/28/10 09:14
Joined: Dec 2007
Posts: 706
Schortens Germany
Landixus Offline
User
Landixus  Offline
User

Joined: Dec 2007
Posts: 706
Schortens Germany
Then i am sry, give me the donkey head laugh


My Blog German: http://blog.quakeit.de/
www.quakeit.de ||
Airfix Game in Cooperation with:
www.3drt.com
Models Levels and Textures
Re: [Map compiler] Lightmap-Styles / AO? [Re: Landixus] #325788
05/28/10 09:44
05/28/10 09:44
Joined: Oct 2004
Posts: 900
Lgh
rojart Offline
User
rojart  Offline
User

Joined: Oct 2004
Posts: 900
Lgh
http://www.weltweitimnetz.de/software/3D-Engine.de.page

Quote:
"Radiosity-Compiler
Dieses optional einsetzbare Tool berechnet GPU-beschleunigt in kürzester Zeit qualitativ hochwertige antialiaste Lightmaps mit indirekter Beleuchtung und Ambient-Occlusion."



Regards, Robert

Quote
Everything should be made as simple as possible, but not one bit simpler.
by Albert Einstein

PhysX Preview of Cloth, Fluid and Soft Body

A8.47.1P
Re: [Map compiler] Lightmap-Styles / AO? [Re: rojart] #325813
05/28/10 13:14
05/28/10 13:14
Joined: Mar 2006
Posts: 2,252
Hummel Offline
Expert
Hummel  Offline
Expert

Joined: Mar 2006
Posts: 2,252
Originally Posted By: jcl
I don't think that static AO looks any good, with the low lightmap resolution.
I think the low lightmap res would only be a problem for low range AO which in fact could be additionally simulated in real time by SSAO besides a static wide range solution.

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