TEDERIs Posted May 18, 2014 Share Posted May 18, 2014 Demonstration of static shading based on light maps. Based on default MTA 1.4 Eir fork. Stay tuned! Link to comment
MIKI785 Posted May 20, 2014 Share Posted May 20, 2014 That looks like a completely different game, you wouldn't think that that's GTA:SA. Great job. Link to comment
Jaysds1 Posted May 21, 2014 Share Posted May 21, 2014 That looks like a completely different game, you wouldn't think that that's GTA:SA. Great job. I know right Link to comment
Faw[Ful] Posted June 14, 2014 Share Posted June 14, 2014 Are you using another UV Channel for that ? Want to know, this can help a lot on the visual if you use an appropriate external program to calculate the light. Link to comment
TEDERIs Posted June 19, 2014 Author Share Posted June 19, 2014 Are you using another UV Channel for that ? Want to know, this can help a lot on the visual if you use an appropriate external program to calculate the light. Yes, using the second reflection UV channel. We use the original precalculated light maps, so there is no need for external programs. But I'm curious to know how it is possible to improve the shadows. Link to comment
Ren_712 Posted June 21, 2014 Share Posted June 21, 2014 What required functionality does MTA:Eir provide ? Is it about engineSetWorldRenderMode ? Or client side floating-point precision ? Link to comment
TEDERIs Posted June 30, 2014 Author Share Posted June 30, 2014 What required functionality does MTA:Eir provide ? Is it about engineSetWorldRenderMode ? Or client side floating-point precision ? Used both functionality. First to fix problems with alpha channels. And the second to generate the progressive meshes(one LOD set). Link to comment
TEDERIs Posted July 22, 2014 Author Share Posted July 22, 2014 Unplanned test footage. Simple TDMA gamemode. Link to comment
TEDERIs Posted October 15, 2014 Author Share Posted October 15, 2014 Shadows have been greatly improved and integrated into RenderWare binary files. Now the shadows are stored in separate files and accessed with extra textureState. Link to comment
Ren_712 Posted October 19, 2014 Share Posted October 19, 2014 Now the shadows are stored in separate files and accessed with extra textureState. So they are baked in 3ds (or some other software), saved as a texture, applied per object texture using MTA shader functions. Means that a modeler should consider that concept when creating the model - 1 color texture and 1 shadow texture per model ? Or at least the textures shouldn't repeat on other faces of the model ? What about baking - Do You automatize the process for a number of entities ? Link to comment
TEDERIs Posted October 19, 2014 Author Share Posted October 19, 2014 Now the shadows are stored in separate files and accessed with extra textureState. So they are baked in 3ds (or some other software), saved as a texture, applied per object texture using MTA shader functions. Means that a modeler should consider that concept when creating the model - 1 color texture and 1 shadow texture per model ? Or at least the textures shouldn't repeat on other faces of the model ? What about baking - Do You automatize the process for a number of entities ? Yes, each model has at least two textures: base and lmap. All textures are stored in the TXD archive and loaded by internal RW resource slicer. Shader also use two textureState and UV maps for the colors and shadows respectively. May be any number of material splits. I created a set of scripts for baking of shadows and export them in the DFF models. As the software I use Blender. Link to comment
Blast3r Posted October 19, 2014 Share Posted October 19, 2014 This is really amazing.. I've been just wondering.. How much of DL will it take for all this? I'd be more than happy to try out the server once it starts Link to comment
TrapLord Studios™ Posted December 14, 2014 Share Posted December 14, 2014 Treuly mindblowing, pushing the boundaries of mta lovin it. Link to comment
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