Woo-hoo! Unreal II-esque Lightmaps!
Community Forums/Developer Stations/Woo-hoo! Unreal II-esque Lightmaps!
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These are going to look great with tons of pipes and details dripping from the walls. Casting shadows off the detail meshes takes a while to calculate, but the results are worth a high-quality compile. Thanks again to Ed for pushing me to go in the UT2003 direction. ![]() |
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Looking really impressive. Can't wait for CShop 3! Cheers, Unc |
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I just pointed ya in the right direction, your the one who done the code :) |
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It took two minutes to calculate a scene somewhat higher-poly than that, on the highest-res setting. |
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Looks nice josh. Got coloured lights in yet? Does cshop support invisible meshes. Those pipes would need a bounding triangle collision mesh to stop you from getting stuck in the middle of them. |
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I'd do this by texturing an object with a texture that is all your mask color, and making it an entity like "func_hit" (in Quake). It would be invisible, but wouldn't get deleted in the export, like caulked surfaces usually do. |
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Here are some lighting effects showing transparency and masked shadows, respectively:![]() ![]() |
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OH MY GOD!!! This looks awesome!! O_O Would like to see a demo level soon please.. |
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WOW!!! --long silence-- Awesome!! When it comes out halo? |
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Looks really good... not a lot more to say really! :) |
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Cheers Halo. Your map editor will totally ROCK !!! |
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well done. |
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some of the impressive lightmaps in UT2k3 are baked textures from third party apps. |
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Very good! The stained glass scene is unbelievable. if it weren't for the repeating brick texture, and perfect corners, it could be a photo, and a very picturesque photo at that. Well, I'm not really familiar with cshop, although I downloaded the cshop 2 demo. And I didn't really like it. I mean, it was obviosly a powerful program, but I didn't have the patience to figure out how to use it. Yet with such a good lightmapper, it would probably reason enough to try it out again. One of my problems is probably that I got used to maplet, so I'm expecting a similar system while cshop uses a completly different system. Anyway, I was going to say that it looks great, and if it can load .cob Truespace 3 files, I'll buy. |
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The stained glass scene is unbelievable. if it weren't for the repeating brick texture, and perfect corners, it could be a photo And maybe the floating cube in the middle of the room?! :)It is good though! |
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The .x exporter is now working, without materials. .b3d follows about the same rules, so a b3d exporter won't be hard to write after this. I have a pretty good idea of what the help docs are going to be, and a have a ton of prefabs made, so I guess the exporters are the only real task left. ![]() Just a slight improvement over CS2, don't you think? |
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Holy shirt, that looks great! |
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Respect. Looks great as always. |
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"Holy shirt, that looks great! " damn right!! |
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And maybe the floating cube in the middle of the room?! :) heh. looks like I kinda over looked the cube..... still. The last stained glass shot looks even better, as it lacks the cube. |