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Light mapping


TEDERIs

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  • 4 weeks later...
Posted

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.

Posted
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.

  • 2 weeks later...
Posted
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).

  • 4 weeks later...
  • 2 months later...
Posted

Shadows have been greatly improved and integrated into RenderWare binary files.

Now the shadows are stored in separate files and accessed with extra textureState.

Posted
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 ?

Posted
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.

Posted

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 :)

  • 4 weeks later...
  • 4 weeks later...

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