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Re: [LightFrog] Lighting System - RELEASE [Re: Rackscha] #336065
08/01/10 13:21
08/01/10 13:21
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
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Rackscha  Offline
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Germany
Demostuff.c

syntax error(running A7.86.2)Line 2

edit:ah okay theres a compiled veriosn

Last edited by Rackscha; 08/01/10 13:24.

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Re: [LightFrog] Lighting System - RELEASE [Re: Rackscha] #336079
08/01/10 14:32
08/01/10 14:32
Joined: Mar 2006
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Hummel Offline OP
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Hummel  Offline OP
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just copy/paste the LightFrog folder into the demo folder, then you can compile the main.c wink

Re: [LightFrog] Lighting System - RELEASE [Re: Hummel] #336082
08/01/10 14:51
08/01/10 14:51
Joined: Dec 2008
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Germany
Rackscha Offline
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ah..yes, should have thought about that^^.

Anyway:
Looks really good.


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Re: [LightFrog] Lighting System - RELEASE [Re: Rackscha] #339052
08/24/10 08:05
08/24/10 08:05
Joined: Aug 2002
Posts: 164
Houston
Nicholas Offline
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Nicholas  Offline
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Posts: 164
Houston
I'm trying to get this to work on A8.
Fantastic work by the way!
I have found the 2 problems that seem to mess it up.

1. the sky cube gets messed up with "LF_SkyCube_init(_eSkyCube);" in the 'main' not sure what it's supposed to do though. if commented out the cube texture lines up

2. the models all dissapear with the "LF_LIGHT_create_DL" line in "DemoStuff1_create()" I commented that out and the line in the while loop that points back to it and seem to have an almost working beta.

Take a look at these screenshots running A8 trial version.
right and bottom ones show that it is working... mostly
top left shows that the sky will work with the lines commented, but it also show what I assume is a problem with the create_DL code since it shows odd black spheres as ligh areas. These do show up a lot more in a daytime skycube.
Image full res

I tried doing the same with the release demo, but I think it was the same.
Any ideas?



p.s. anybody working on this make sure you have reduced all the textures to 128px width, it really helps with load times while you're woring on debugging and testing. just make sure you back up the high res files first


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Re: [LightFrog] Lighting System - RELEASE [Re: Nicholas] #339059
08/24/10 09:26
08/24/10 09:26
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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I have some problems with the demo from the resources frown There is no shadows at all! Everything is dark frown Only in first demo, when I play with zoom and turn around the examples, shadows appears, but they move with camera frown


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Re: [LightFrog] Lighting System - RELEASE [Re: 3run] #339116
08/24/10 18:24
08/24/10 18:24
Joined: Mar 2006
Posts: 2,252
Hummel Offline OP
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@Nicholas: I still didnt adapt it to A8, does it work with A7 correctly?

@3run: hardware specifications?

Re: [LightFrog] Lighting System - RELEASE [Re: Hummel] #339121
08/24/10 18:35
08/24/10 18:35
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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Videocard: RADEON X1650 256 MB
RAM: 1024 MB
CPU: AMD Athlon 64 X2 Dual


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Re: [LightFrog] Lighting System - RELEASE [Re: 3run] #339139
08/24/10 19:49
08/24/10 19:49
Joined: Aug 2002
Posts: 164
Houston
Nicholas Offline
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Nicholas  Offline
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Joined: Aug 2002
Posts: 164
Houston
From what I can tell it is pretty close to working with A8.
I ran the demo and it worked fine directly from the exe file not problem.
Nice and smooth too, but I am running a 2.4 quad phenom with ATI 5800 series that'll be able to run Final Fantasy XIV, so the gamestudio engine shouldn't overtax that.... hopefully. Still need to check the frame rate without it capped.
If this one won't be ready for A8 for a while, does anyone have a link to the older files that let you add shaders to WED blocks.
I'm gonna try to build my files and import them in the FBX then add textures with bumpmap shaders etc. I knew there was a way to add shaders to level geometry, but can't find it.


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Re: [LightFrog] Lighting System - RELEASE [Re: Nicholas] #339150
08/24/10 21:34
08/24/10 21:34
Joined: Aug 2009
Posts: 1,438
Spain
painkiller Offline
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Nicholas, take a look at the WED tutorial, avaliable in GS download page, there explains how to apply shaders to blocks with normal mapping


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Re: [LightFrog] Lighting System - Demo [Re: TheShooter] #339156
08/24/10 22:23
08/24/10 22:23
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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theshooter, its widely known that pointclouds arent fast enough yet for realtime use in a practical game. And yes most pc games released now have at least some of the features active in them that are implemented here.

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