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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 Offline
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Rackscha  Offline
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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)
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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 Offline
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PietroNifosi  Offline
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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.

Dear Fans, to celebrate our 500.000 downloads,
Evhacon 2 is now FREE TO PLAY on Amazon Underground!
HD Version: https://www.amazon.com/gp/product/B071FKSVG2
LD Version (Optimized for lower devices): https://www.amazon.com/gp/product/B0719TXFJN
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 Offline
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Rackscha  Offline
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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
V
Vinous_Beret Offline
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Vinous_Beret  Offline
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Joined: Apr 2010
Posts: 265
Quote:
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 Offline
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PietroNifosi  Offline
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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.jpg

Do you get it?

Last edited by PietroNifosi; 06/10/10 16:14.

Dear Fans, to celebrate our 500.000 downloads,
Evhacon 2 is now FREE TO PLAY on Amazon Underground!
HD Version: https://www.amazon.com/gp/product/B071FKSVG2
LD Version (Optimized for lower devices): https://www.amazon.com/gp/product/B0719TXFJN
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 Offline
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Rackscha  Offline
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Joined: Dec 2008
Posts: 1,218
Germany
year i get it laugh

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 laugh

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 Offline
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draculaFactory  Offline
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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 Offline
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Rackscha  Offline
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Joined: Dec 2008
Posts: 1,218
Germany
No problem.
Works great(tested with normalmapping).

Only the sun works for dyn shadows, thats all atm wink


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
L
Liamissimo Offline
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Liamissimo  Offline
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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
Re: Shade-C v0.91 BETA S1 [Re: Liamissimo] #341051
09/09/10 23:48
09/09/10 23:48
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
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Nowherebrain  Offline
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Trier, Deutschland
I'm not trying to "unnecessarily" bump this, BUT....are you still working on this???
-Just (desperate) curious.


Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
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