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Re: supertrace plugin / second uv-set plugin [Re: DavidLancaster] #134250
06/16/07 13:57
06/16/07 13:57
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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Posts: 7,441
bmap_getcolor(bmap_lightmap, color, trace_uv2.x * 1024, trace_uv2.y * 1024);

is your light map 1024x1024 too? hm... not sure why it would crash though since it's supposed to show an error message if a pixel is outside of the image.

can you send me your example?

(of course you can also try to use pixel_for_bmap instead of bmap_getcolor but it will be slower because the bitmap has to be locked/unlocked all the time.)

Re: supertrace plugin / second uv-set plugin [Re: DavidLancaster] #134251
06/16/07 13:59
06/16/07 13:59
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline
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DavidLancaster  Offline
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Australia
draw uvs works

Then when I draw the cross hair after 'draw uvs', it works but snaps to the nearest vertice on the uvs, it doesn't smoothly go over everything.

When I use bmap_getcolor I get that error :S It must be something I'm scripting because it works fine in your demo.

Re: supertrace plugin / second uv-set plugin [Re: DavidLancaster] #134252
06/16/07 14:00
06/16/07 14:00
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline
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DavidLancaster  Offline
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Australia
It's an engine crash :S Error 1513

Re: supertrace plugin / second uv-set plugin [Re: DavidLancaster] #134253
06/16/07 17:01
06/16/07 17:01
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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Quote:

Then when I draw the cross hair after 'draw uvs', it works but snaps to the nearest vertice on the uvs, it doesn't smoothly go over everything.


this happened with the first released version of supertrace if the entity wasn't at 0,0,0 because i forgot to transform the collision geometry. a week ago i uploaded a new version. are you sure you use the newest version?

Re: supertrace plugin / second uv-set plugin [Re: DavidLancaster] #134254
06/16/07 17:49
06/16/07 17:49
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
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Wait a sec... I'm confused.. so do I have to create my lightmaps in Maya/Blender/Giles anymore, or is it all done by the plugin? That.. can't be true.. (or? is it that insanely powerful???)

If not, which part does the plugin handle..?


Would this mean that I could build my levels with Maya/Obj Splitter and automaticaklly have the shadows made and everything in the engine?!
Thanks

Last edited by Jetpack_Monkey; 06/16/07 17:54.
Re: supertrace plugin / second uv-set plugin [Re: JetpackMonkey] #134255
06/16/07 18:03
06/16/07 18:03
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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Quote:

do I have to create my lightmaps in Maya/Blender/Giles


yes, you still have to create them with an external tool.

sorry for the confusion. i shouldn't have posted anything about the ingame light mapper in this thread. that wasn't very wise. the ingame light mapper still is an experiment and i don't know yet if it will ever be production ready.

Re: supertrace plugin / second uv-set plugin [Re: ventilator] #134256
06/16/07 18:35
06/16/07 18:35
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
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JetpackMonkey  Offline
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Oh! okay, so then nothing changed in the art path that I am using with the second uv-set plugin then, right? Same process, with two models and using c-script to load the second mesh etc?

Re: supertrace plugin / second uv-set plugin [Re: JetpackMonkey] #134257
06/16/07 18:45
06/16/07 18:45
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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yes, it's still the same.

Re: supertrace plugin / second uv-set plugin [Re: ventilator] #134258
06/17/07 00:26
06/17/07 00:26
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline
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DavidLancaster  Offline
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Australia
Quote:

Quote:

Then when I draw the cross hair after 'draw uvs', it works but snaps to the nearest vertice on the uvs, it doesn't smoothly go over everything.


this happened with the first released version of supertrace if the entity wasn't at 0,0,0 because i forgot to transform the collision geometry. a week ago i uploaded a new version. are you sure you use the newest version?



heh....thank you that was my problem

So now I have a mesh level, with cool lighting, and the player's ambient changes when it steps into the shadow/sun. You're the greatest Ventilator!

Re: supertrace plugin / second uv-set plugin [Re: DavidLancaster] #134259
06/27/07 09:25
06/27/07 09:25
Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
Xarthor Offline
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Xarthor  Offline
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Germany, Luebeck
While I find this second uv-map thing pretty cool, I was always wondering how to let models react in a simple way to the shadow on the terrain or model, whatsoever.

While taking a quick look in the wiki I stumbled across the following shader:
http://www.coniserver.net/wiki/index.php/Texture_projector

It's a texture projector, which seems to project the texture of a model on another model depending on the projector's position.

Now I asked myself if it is possible to use that shader to project the shadow map of the terrain/entity on to (e.g.) the player entity?
Has anyone ever tried to link thoses things?

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