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Re: NEW LIGHT MAP ENGINE AND SUPPORT FOR SHADRES
[Re: Darkyyes]
#152557
09/18/07 02:27
09/18/07 02:27
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Joined: Feb 2006
Posts: 2,185
mpdeveloper_B
Expert
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Expert
Joined: Feb 2006
Posts: 2,185
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right, that's my point, it would be great for new rendering engines and stuff, but i also mentioned that the amount of support we get is far more than what you'd get for serious engine or ut engine, considering the deal it's a great price, but it is true that we've been promised a new rendering engine, and a shader editor, and more features...in all honesty the game engine is a good engine, especially for the price you pay, and as i stated before, the support is this engine's "ace in the hole"
- aka Manslayer101
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Re: NEW LIGHT MAP ENGINE AND SUPPORT FOR SHADRES
[Re: mpdeveloper_B]
#152558
09/18/07 03:59
09/18/07 03:59
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Joined: Aug 2000
Posts: 7,490
Orange Brat
Senior Expert
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Senior Expert
Joined: Aug 2000
Posts: 7,490
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Quote:
it seems like a6 kept a5's lighting and rendering engine with some minimal improvements. In all honesty before all the shaders and stuff can be added, we need a new rendering engine altogether, as it is the rendering engine is.....ok....but of course i only have a6.5, but even then, the rendering engine is a bit outdated
A6's renderer was not the same as A5's. A7's is not the same as A6's. The lights were different, too.
Also, you should get rid of A6.5. That was a buggy version that Conitec pulled. A6.6 is the final version that eliminates the 2-3 "showstopper" bugs. Somewhere during the A6 lifecycle, the entire engine was almost completely rewritten. It was during the time when there was that very long delay between releases. When used correctly, dramatic increases in speed can be accomplished with the final A6 and A7.
My User Contributions master list - my initial post links are down but scroll down page to find list to active links
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Re: NEW LIGHT MAP ENGINE AND SUPPORT FOR SHADRES
[Re: mpdeveloper_B]
#152559
09/18/07 04:00
09/18/07 04:00
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
Expert
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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Quote:
Perspective is caused by a projection from a point. You can see this with shadows in real life. Shadow lines move a little outwards and a shadow on a wall is bigger than the person that throws this shadows. This is the same in a 3D engine. The dynamic lights that cast volumetric shadows are just points in space. When the light source is far away, like the sun, the perspective is barely noticeable.
and how do we turn this on in our engine? don't suggest that we read the manual. i have dynamic light-sources moving ridiculously close to shadow-casting objects whose shadows do not get bigger on further away objects.
Quote:
Julzmighty: Just read my response. There are no stencil shadows without "perspective". How to activate shadows and light sources is described in the manual.
i think you're using the wrong engine, or you need a better manual:
btw the ball is the light source.
this is clearly object-based projection as opposed to vertex-based projection, which we need for perspective. please enlighten me as to stencil shadows with perspective using A7.
julz
Formerly known as JulzMighty. I made KarBOOM!
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Re: NEW LIGHT MAP ENGINE AND SUPPORT FOR SHADRES
[Re: Orange Brat]
#152560
09/18/07 13:29
09/18/07 13:29
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Joined: Feb 2006
Posts: 2,185
mpdeveloper_B
Expert
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Joined: Feb 2006
Posts: 2,185
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Quote:
A6's renderer was not the same as A5's. A7's is not the same as A6's. The lights were different, too.
Also, you should get rid of A6.5. That was a buggy version that Conitec pulled. A6.6 is the final version that eliminates the 2-3 "showstopper" bugs. Somewhere during the A6 lifecycle, the entire engine was almost completely rewritten. It was during the time when there was that very long delay between releases. When used correctly, dramatic increases in speed can be accomplished with the final A6 and A7.
i'm not sure what bugs you mean, i haven't ran across them yet, so far my game is pretty stable on a6.5
now i know what time you mean, the release between 6.3 and 6.4 is the time you mean, because after a6.3 all the others didn't support 6.3's code
Last edited by Manslayer101; 09/18/07 13:32.
- aka Manslayer101
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Re: NEW LIGHT MAP ENGINE AND SUPPORT FOR SHADRES
[Re: JibbSmart]
#152561
09/18/07 18:21
09/18/07 18:21
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Joined: Oct 2002
Posts: 254 UK, London
Dyc
Member
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Member
Joined: Oct 2002
Posts: 254
UK, London
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Is this the effect you are looking for? short video If so, this can be easly achieved in a6 /a7. the only drawback is the fact that only one light will be casting the shadow at any one time.
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Re: NEW LIGHT MAP ENGINE AND SUPPORT FOR SHADRES
[Re: Dyc]
#152564
09/18/07 22:01
09/18/07 22:01
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
Expert
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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Quote:
they are just being cast all in one direction and not away from the light source.
well that's exactly what we're saying. it shouldn't matter how many meshes you use, the shadow volume should be projected directly away from the lightsource, not just in the direction of the mesh's origin from the light source. this is what is meant by perspective.
julz
Formerly known as JulzMighty. I made KarBOOM!
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Re: NEW LIGHT MAP ENGINE AND SUPPORT FOR SHADRES
[Re: jcl]
#152565
09/24/07 22:17
09/24/07 22:17
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Joined: Oct 2002
Posts: 8,939 planet.earth
ello
Senior Expert
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Senior Expert
Joined: Oct 2002
Posts: 8,939
planet.earth
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Quote:
I know the shaderX3 book. We'll use a technique that works with shader model 2.0 and still delivers good fast results. I'll have some time in October and will then write a shadow shader.
jcl, when you go for the softshadow shader, is it possible to apply this via an entity-flag? eg: set(my,SOFTSHADOW);
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Re: NEW LIGHT MAP ENGINE AND SUPPORT FOR SHADRES
[Re: ello]
#152566
09/25/07 00:25
09/25/07 00:25
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Joined: Aug 2000
Posts: 7,490
Orange Brat
Senior Expert
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Senior Expert
Joined: Aug 2000
Posts: 7,490
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Quote:
i'm not sure what bugs you mean, i haven't ran across them yet, so far my game is pretty stable on a6.5
There were two "showstopper" bugs. Although, the bugs are only relevant on either old Win98 systems or if you use AABB collision, they are still present. Here's the text from the Bugs page below for the two specific problems. There are also six other bugs mentioned with varying degrees of severity:
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Version 6.50 (pulled due to two severe bugs, see below)
The AABB collision detection (ent_move() as well as c_move() with USE_AABB) used a wrong angle for the collision with map entities under some circumstances, for instance at the Weather Room in the Techdemo (fixed in A6.58.0). This is a severe bug and can be a 'showstopper'. Use version 6.50 at your own risk. If you are using the AABB collision detection, walk through all places in your level and check whether entities can walk through walls or become stuck in some places.
Quote:
On some machines, not all initial windows resolutions were recognized properly (fixed in A6.58.0). This could lead to a wrong initial resolution and enven a crash on old systems (Win98) that didn't support the resolution set with video_mode. This is a severe bug and can be a 'showstopper' on Win98 systems.
My User Contributions master list - my initial post links are down but scroll down page to find list to active links
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