1 registered members (AndrewAMD),
559
guests, and 2
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
Re: Shade-C v0.91 BETA S1
[Re: PietroNifosi]
#328003
06/09/10 19:49
06/09/10 19:49
|
Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
|
Serious User
Joined: Dec 2008
Posts: 1,218
Germany
|
Did you import your mesh from max to wed with fbx?
And how do you handle soft/hard edges?
Greets Rackscha
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
|
|
|
Re: Shade-C v0.91 BETA S1
[Re: Rackscha]
#328028
06/10/10 01:15
06/10/10 01:15
|
Joined: Dec 2009
Posts: 217 Italy
PietroNifosi
Member
|
Member
Joined: Dec 2009
Posts: 217
Italy
|
I export them in .ase I've recently noticed that the fbx format exports the smoothing groups as well which is good but unfortunately useless when I'm to import a second uv channel. Let me explain: When I export a mesh to game studio I export a part 1 which is formed by mesh + textures, and a part 2. I use the part 2 to extract the second uv set with baked shadowmap.
If I use the ase format everything works fine.
If I use the fbx format it doesn't because it re-arranges the vertexes index differently or whatever, anyway it doesn't work.
As for the soft hard edges what do you mean? antialiasing?
Last edited by PietroNifosi; 06/10/10 01:17.
|
|
|
Re: Shade-C v0.91 BETA S1
[Re: PietroNifosi]
#328098
06/10/10 14:58
06/10/10 14:58
|
Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
|
Serious User
Joined: Dec 2008
Posts: 1,218
Germany
|
No, i mean Normal interpolation as used for MDl models(cylinder as Model looks smooth while the same cylinder looks blocky as Wed Block).
EDIT: oh juts noticed that Shade-c is capable of using the second UV-set for shadowmaps. This way i might use only models and no level geometry imports.
Last edited by Rackscha; 06/10/10 15:34.
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
|
|
|
Re: Shade-C v0.91 BETA S1
[Re: Rackscha]
#328112
06/10/10 15:59
06/10/10 15:59
|
Joined: Apr 2010
Posts: 265
Vinous_Beret
Member
|
Member
Joined: Apr 2010
Posts: 265
|
No, i mean Normal interpolation as used for MDl models(cylinder as Model looks smooth while the same cylinder looks blocky as Wed Block). well,you can try using "smooth" flag in WED,
|
|
|
Re: Shade-C v0.91 BETA S1
[Re: Rackscha]
#328114
06/10/10 16:04
06/10/10 16:04
|
Joined: Dec 2009
Posts: 217 Italy
PietroNifosi
Member
|
Member
Joined: Dec 2009
Posts: 217
Italy
|
As for normal interpolation you have to be able to export smoothing groups, for that the fbx format works decently. The ase format instead doesn't export smoothing groups at all and turns the whole mesh into a 1 big smoothing group. But it's not that easy to get the desired results anyway, you wanna keep your geometry as much simple as possible, and keep an eye on your triangulations flow. Infact this is exactly why you're not seeing me posting any new screenshots, I had to start from nearly the beginning, remodifing all my meshes and re-exporting them all. For example if I had to apply a window to a house, I wouldn't extrude it internally cutting through the wall adding polygons, but I would create it externally as another detached mesh and placed it close the wall. That way your wall is a quad. Click to enlarge: http://img714.imageshack.us/img714/1843/thequadthing.jpgDo you get it?
Last edited by PietroNifosi; 06/10/10 16:14.
|
|
|
Re: Shade-C v0.91 BETA S1
[Re: PietroNifosi]
#328124
06/10/10 16:46
06/10/10 16:46
|
Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
|
Serious User
Joined: Dec 2008
Posts: 1,218
Germany
|
year i get it Well as long as i dont need stencil shadows, i might use the cutedge modifier from blender to cut the faces for sft and hard edges. As far as i know, this technique (open mesh) broke the envmaping shader of gstudio, might retry it with shade-c. If that works and doent have any side effects(okay no stencil but i can live with it^^) like bad colision for polycollision. EDIT: We finally need proper smothing group support
Last edited by Rackscha; 06/10/10 16:47.
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
|
|
|
Re: Shade-C v0.91 BETA S1
[Re: Rackscha]
#328335
06/12/10 05:48
06/12/10 05:48
|
Joined: Feb 2005
Posts: 647 Williamsburg, VA USA
draculaFactory
User
|
User
Joined: Feb 2005
Posts: 647
Williamsburg, VA USA
|
Hey, quick question: can you use dynamic lights on terrains with shade-c? Sun light works great, but what about regular dynamic light emitted from entities?
Making dreams come true... And being erroneously accused of software piracy by Conitec in the process.
|
|
|
Re: Shade-C v0.91 BETA S1
[Re: draculaFactory]
#328342
06/12/10 10:44
06/12/10 10:44
|
Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
|
Serious User
Joined: Dec 2008
Posts: 1,218
Germany
|
No problem. Works great(tested with normalmapping). Only the sun works for dyn shadows, thats all atm
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
|
|
|
Re: Shade-C v0.91 BETA S1
[Re: darkinferno]
#330898
06/30/10 16:19
06/30/10 16:19
|
Joined: Jul 2009
Posts: 1,198 Berlin, Germany
Liamissimo
Serious User
|
Serious User
Joined: Jul 2009
Posts: 1,198
Berlin, Germany
|
If I just include the things as written in the manual and then enter sc_setup(); everything in my game is very bright. just a normal project, i ahve an x1400 mobility radeon, very strange...
"Ich weiss nicht genau, was Sie vorhaben, aber Sie können keine Triggerzonen durch Ihr Level kullern lassen." -JCL, 2011
|
|
|
|