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[Map compiler] Lightmap-Styles / AO? #325299
05/25/10 21:35
05/25/10 21:35
Joined: Jul 2001
Posts: 6,904
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HeelX Offline OP
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HeelX  Offline OP
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Hi,

I was wondering what you mean with lightmap styles. Can you please explain what this feature is supposed to do?

Second, I wanted to ask you if you plan to add ambient occlusion to the map compiler in the future?

Re: [Map compiler] Lightmap-Styles / AO? [Re: HeelX] #325375
05/26/10 10:51
05/26/10 10:51
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

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jcl  Offline

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Joined: Jul 2000
Posts: 27,986
Frankfurt
I also don't know what I mean with lightmap styles. Can you give a hint?

Nor do I know for what you'll need ambient occlusion in a map compiler. It's a realtime postprocessing algorithm. Can you give me another hint?

Re: [Map compiler] Lightmap-Styles / AO? [Re: jcl] #325405
05/26/10 13:17
05/26/10 13:17
Joined: Apr 2005
Posts: 4,506
Germany
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fogman Offline
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fogman  Offline
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Germany
Lightmap styles:
http://manual.3dgamestudio.net/forecast.htm
Quote:
Verdunkelnde Lichter. Lightmap-Styles. Portal- und Trigger-Regionen...


Edit: I think I get it, look here about lightmap styles:
http://www.flipcode.com/archives/Advanced_Lightmapping.shtml

AO: I think he means baked, static AO, not dynamic AO.

Last edited by fogman; 05/26/10 13:21.
Re: [Map compiler] Lightmap-Styles / AO? [Re: fogman] #325417
05/26/10 14:52
05/26/10 14:52
Joined: Jul 2001
Posts: 6,904
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HeelX Offline OP
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HeelX  Offline OP
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Sorry, I thought you were writing the forecast... ;-) So, after reminding you, is the page fogman refered to is that stuff you are intending to add to the compiler?

Yeah, I am looking forward to bake ambient occlusion into my maps. You added radiosity to the map compiler, so, I thought that adding AO to it is not much more difficult than radiosity.

SSAO is indeed a realtime shading algorithm - so, if you won't intend to add AO to the compiler (but that would be a killer feature, just my oppinion), would you please add a SSAO post processing shader to the shader library (another killer feature :-)). The whitepaper from Crytek explains SSAO very well...

Last edited by HeelX; 05/26/10 14:54.
Re: [Map compiler] Lightmap-Styles / AO? [Re: HeelX] #325469
05/26/10 19:51
05/26/10 19:51
Joined: Mar 2006
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Hummel Offline
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Hummel  Offline
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Baked AO would be indeed a nice feature since SSAO can not simulate wide range AO when the viewer is close to the geometry.

I plan to add SSAO to my lighting solution I´m currently developing but there are more basic features with higher priority I´ve to add first. wink

Re: [Map compiler] Lightmap-Styles / AO? [Re: Hummel] #325567
05/27/10 09:31
05/27/10 09:31
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

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jcl  Offline

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Posts: 27,986
Frankfurt
We do not plan baked AO.

As to the lightmap styles, I have now been informed what I meant: Alexej wants to implement a way to store sets of static light settings. So you can switch the style of a static light, f.i. from bright to dark, and the lightmaps are then swapped accordingly.

Re: [Map compiler] Lightmap-Styles / AO? [Re: jcl] #325608
05/27/10 12:07
05/27/10 12:07
Joined: Mar 2006
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Hummel Offline
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Hummel  Offline
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Too bad.
Is the development effort that high? I thought the dev basis is given since radiosity is already implemented?

Re: [Map compiler] Lightmap-Styles / AO? [Re: Hummel] #325634
05/27/10 14:00
05/27/10 14:00
Joined: Jan 2007
Posts: 1,619
Germany
Scorpion Offline
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Scorpion  Offline
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AO would be a great feature, because there is no way to implement it by script. And additionally it adds a lot of look to the scene. So this would be a feature request from my side and also a good reason for purchasing A8 laugh

The development of this feature shouldn't take too much time, because it's just random tracing of rays - not even bouncing or something complicated involved...

Re: [Map compiler] Lightmap-Styles / AO? [Re: Scorpion] #325706
05/27/10 18:39
05/27/10 18:39
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Lübeck
AO would really be a great addition, especially as it would also hide some light bleeding...

Re: [Map compiler] Lightmap-Styles / AO? [Re: Slin] #325714
05/27/10 19:06
05/27/10 19:06
Joined: Mar 2006
Posts: 3,538
WA, Australia
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JibbSmart Offline
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WA, Australia
Baked AO would be fantastic. Even if we used completely dynamic shadows, baking AO would add a lot to scenes.

Jibb


Formerly known as JulzMighty.
I made KarBOOM!
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