TEDERIs Posted May 18, 2014 Posted May 18, 2014 Demonstration of static shading based on light maps. Based on default MTA 1.4 Eir fork. Stay tuned! This is my GitHub repository where you can find a lot of my work. And this is my YouTube channel with reviews of some resources. Good luck and enjoy MTA!
zero Posted May 20, 2014 Posted May 20, 2014 Cool, great job man. (Y) # Sorry my English is bad • Your Community MTA unofficial in Spanish: ---- • En desarrollo: Saints Boulevard RP 'MTA' 25% versión: 1.0.2 • [Proyecto] Saints Boulevard RP 'MTA' ____
MIKI785 Posted May 20, 2014 Posted May 20, 2014 That looks like a completely different game, you wouldn't think that that's GTA:SA. Great job. Lua Scripter Owner of mshost.cz MTA portal.
Jaysds1 Posted May 21, 2014 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 My in-game name: Jaysds1 Retired CMG Scripter World Of Tanks GameMode (Open-Source): https://github.com/Jaysds1/mtasa-wot-gamemode Online GUI-Editor (WIP): https://forum.mtasa.com/topic/47678-online-gui-editor/
Faw[Ful] Posted June 14, 2014 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. =Benox50= My Youtube Channel
TEDERIs Posted June 19, 2014 Author 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. This is my GitHub repository where you can find a lot of my work. And this is my YouTube channel with reviews of some resources. Good luck and enjoy MTA!
Ren_712 Posted June 21, 2014 Posted June 21, 2014 What required functionality does MTA:Eir provide ? Is it about engineSetWorldRenderMode ? Or client side floating-point precision ? I make shaders .. mainly. My community resources I'll do some custom stuff, I'm open for cooperation.
TEDERIs Posted June 30, 2014 Author 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). This is my GitHub repository where you can find a lot of my work. And this is my YouTube channel with reviews of some resources. Good luck and enjoy MTA!
TEDERIs Posted July 22, 2014 Author Posted July 22, 2014 Unplanned test footage. Simple TDMA gamemode. This is my GitHub repository where you can find a lot of my work. And this is my YouTube channel with reviews of some resources. Good luck and enjoy MTA!
TEDERIs Posted October 15, 2014 Author 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. This is my GitHub repository where you can find a lot of my work. And this is my YouTube channel with reviews of some resources. Good luck and enjoy MTA!
Chillax Posted October 18, 2014 Posted October 18, 2014 Pretty nice job! UGC - United Gaming Community http://www.ugcmta.net/
Ren_712 Posted October 19, 2014 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 ? I make shaders .. mainly. My community resources I'll do some custom stuff, I'm open for cooperation.
TEDERIs Posted October 19, 2014 Author 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. This is my GitHub repository where you can find a lot of my work. And this is my YouTube channel with reviews of some resources. Good luck and enjoy MTA!
Blast3r Posted October 19, 2014 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
TrapLord Studios™ Posted December 14, 2014 Posted December 14, 2014 Treuly mindblowing, pushing the boundaries of mta lovin it. Visit TrapLord Studios™
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