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Thread: Ragnar-rock early demo (aka Melon simulator)




Ragnar-rock early demo (aka Melon simulator)
user name
2006-10-31 23:31:19
> -----Original Message-----
> From: dirgames-l-bouncesnuttybar.drama.uga.edu
[mailto:dirgames-l-
> bouncesnuttybar.drama.uga.edu] On Behalf Of Barry Swan
<snip>

> Indeedy, although the best effect comes from the fact I
split the lightmap
> into 2, do some imaging lingo 'maths', and apply both
layers, the first as
> multiply the second additive.
> It doesn't quite double the lighjting range, but only
because I found the
> additive layer looked better when it was scaled up to
go from black-
> >white,
> but from black->mid grey (figuratively speaking),
since white
> overbrightening is well, just white-out.
> I really do need to get round to not storing the whole
damn map in text
> format though - build times would come down so
drastically if I just
> applied
> changes to the darned pre-built W3D instead.

I'm gonna have to give the 3 layer approach another shot.  I
never got good
results when I tried it, but IIRC, it does sound like what
you described, my
additive layer luminence range was way too wide.

It loaded the scene pretty quick IMO.  Reading the mesh data
from text might
not be that much of a performance hit, and you probably have
to keep the
secondary UVs in text members anyways.  I've found having
many, smaller text
members for data works better than a single big one.

> I'm going to have a stab at re-writing it again from
scratch to implement
> a few more generic changes that should remove the need
to have lots of
> specific conditions. It's not been toooooo bad so far,
but it's rapidly
> approaching critical mass, so a clean start might be
what I need using the
> concepts I have, but streamlined a bit.
> I fear though my goal of a generic collision routine
are not likely to
> happen though - everything requires it's own
conditions.

I am seriously considering Havok again.  It's too easy to
wall-hack when
players fall with my MUR routines (ledges are particularly
troublesome).
Why did you give up on it?  I thought it worked pretty well
with your old
RTCW demo.

-nick


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Ragnar-rock early demo (aka Melon simulator)
user name
2006-10-31 23:31:19
> -----Original Message-----
> From: dirgames-l-bouncesnuttybar.drama.uga.edu
[mailto:dirgames-l-
> bouncesnuttybar.drama.uga.edu] On Behalf Of Barry Swan
<snip>

> Indeedy, although the best effect comes from the fact I
split the lightmap
> into 2, do some imaging lingo 'maths', and apply both
layers, the first as
> multiply the second additive.
> It doesn't quite double the lighjting range, but only
because I found the
> additive layer looked better when it was scaled up to
go from black-
> >white,
> but from black->mid grey (figuratively speaking),
since white
> overbrightening is well, just white-out.
> I really do need to get round to not storing the whole
damn map in text
> format though - build times would come down so
drastically if I just
> applied
> changes to the darned pre-built W3D instead.

I'm gonna have to give the 3 layer approach another shot.  I
never got good
results when I tried it, but IIRC, it does sound like what
you described, my
additive layer luminence range was way too wide.

It loaded the scene pretty quick IMO.  Reading the mesh data
from text might
not be that much of a performance hit, and you probably have
to keep the
secondary UVs in text members anyways.  I've found having
many, smaller text
members for data works better than a single big one.

> I'm going to have a stab at re-writing it again from
scratch to implement
> a few more generic changes that should remove the need
to have lots of
> specific conditions. It's not been toooooo bad so far,
but it's rapidly
> approaching critical mass, so a clean start might be
what I need using the
> concepts I have, but streamlined a bit.
> I fear though my goal of a generic collision routine
are not likely to
> happen though - everything requires it's own
conditions.

I am seriously considering Havok again.  It's too easy to
wall-hack when
players fall with my MUR routines (ledges are particularly
troublesome).
Why did you give up on it?  I thought it worked pretty well
with your old
RTCW demo.

-nick


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-l
Dual-Layer lightmaps (was: Ragnar-rock early demo (aka Melon simulator))
user name
2006-11-01 12:14:26
Tuesday, October 31, 2006, 11:31:19 PM, Nick wrote:

NK> I'm gonna have to give the 3 layer approach another
shot.  I never got good
NK> results when I tried it, but IIRC, it does sound like
what you described, my
NK> additive layer luminence range was way too wide.

I recently wrote up an explanation of how I split lightmaps
generated by 3ds Max into 2 layers, for multiply &
additive blending. It was for my HDR demo, but one of the
steps along the way was to achive this splitting via lingo:

http://robotdu
ck.com/misc/hdr/process/

The 1-lightmap-layer scene (multiply only):
http://robotduck.com/models/?file=buil
ding3e1_derilect&dir=lm&lm=1

The dual-lightmap-layer scene (multiply & add):
http://robotduck.com/models/?file=build
ing3e_derilect&dir=lm&lm=1

In my case, I deliberately made the 'split' algorithm
produce fairly brigt additive maps, so that I could then
fade them for the HDR process, but it could be very easily
adapted to produce less bright additive maps.

- Ben

_______________________
 duck_at_robotduck.com 
   www.robotduck.com   

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any of you blokes game for a laugh?
user name
2006-11-01 19:58:08
The company that my sister-in-law works for wants to send
out a 
winter season related game for their customers to play, but
there is 
no money for doing this. She's asked me if we have any games
that 
could easily be branded for them, and I can't think of
anything that 
would do.

So, do any of you have an existing wintery game that with a
small 
amount of work could feature the company logo, or something
like 
that? Alas, it would probably need to be in Flash. The
subject 
referred to "blokes" because the company is in
England, and it would 
be easier if the person was there rather than the US, though

obviously if I did it they would somehow cope with the five
hour time 
difference.

As I mentioned, there's no money in this, but you could
include 
credits and links to your site, and just do it for the
publicity. It 
needs to be ready by the end of November, hence trying to
re-purpose 
an existing game (plus there being no money for the work, so
who 
would want to spend weeks creating a new game).

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