Author |
Message |
Topic: DeleD Mesh importer for Game Studio Express (Beta 2) |
Sweenie
Replies: 2
Views: 4426
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Forum: Other Graphical Tools Posted: Fri Nov 03, 2006 9:56 am Subject: DeleD Mesh importer for Game Studio Express (Beta 2) |
Hi.
I was playing around with the content pipeline in GSE and tried implementing an importer for DeleD meshes.
So far it works well.
http://www.svenberra.net/chapel.png
You can download the ... |
Topic: Some kind of "marker" |
Sweenie
Replies: 11
Views: 8969
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Forum: DeleD Feature Requests Posted: Thu Aug 31, 2006 5:50 am Subject: Some kind of "marker" |
Well, It should be generic enough so that everyone can make use of it.
I can list a couple of things which I would find useful and then maybe others can fill in?
I'm gonna start with the simples ... |
Topic: Some kind of "marker" |
Sweenie
Replies: 11
Views: 8969
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Forum: DeleD Feature Requests Posted: Wed Aug 30, 2006 8:34 am Subject: Some kind of "marker" |
I just wonder, can the .dmf file be parsed the same way as you do with plugins?
By that I mean, does the dmf structure in memory have exactly the same structure as the written .dmf file? |
Topic: Some kind of "marker" |
Sweenie
Replies: 11
Views: 8969
|
Forum: DeleD Feature Requests Posted: Wed Aug 30, 2006 8:03 am Subject: Some kind of "marker" |
Well, I have thought of different solutions to this...
1. Creating a custom file-format that supports these "Dummies".
* Could be a heavy task and not very useful for others.
2. Creat ... |
Topic: More 3D Exprot`s |
Sweenie
Replies: 11
Views: 6787
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Forum: DeleD Community Edition Posted: Wed Aug 30, 2006 7:06 am Subject: More 3D Exprot`s |
Just wanted to mention that the purpose of the XNA Content Pipeline is to convert files in other formats into the XNA specific format.
So if I understood them correctly the ideal is not to write an e ... |
Topic: Some kind of "marker" |
Sweenie
Replies: 11
Views: 8969
|
Forum: DeleD Feature Requests Posted: Wed Aug 30, 2006 6:44 am Subject: Some kind of "marker" |
Hi.
Not sure wether this has been requested before or if it already can be done, but it would be great if DelED supported some kind of marker/node/entity.
By this I mean some kind of "Dummy&q ... |
Topic: More 3D Exprot`s |
Sweenie
Replies: 11
Views: 6787
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Forum: DeleD Community Edition Posted: Wed Aug 30, 2006 6:15 am Subject: More 3D Exprot`s |
V1 of XNA Game Studio Express currently support .X and .FBX files.
I'm not sure if .FBX is supported directly by the XNA Framework or only by the XNA Content Pipeline(which didn't make it to the rele ... |
Topic: Ambient Occlusion |
Sweenie
Replies: 10
Views: 31166
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Forum: DeleD Feature Requests Posted: Wed Jun 28, 2006 7:55 am Subject: Ambient Occlusion |
Here is one more...
the warehouse model...
Took 250 secs with AO only.
23280 vertices and 12714 triangles.
approx. 786000 pixels to render x 32 = about 25 million raycasts.
about 0.01 ms per ... |
Topic: Ambient Occlusion |
Sweenie
Replies: 10
Views: 31166
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Forum: DeleD Feature Requests Posted: Wed Jun 28, 2006 7:14 am Subject: Ambient Occlusion |
Thanks for you comments
Regarding rendertimes...
I never timed the rendering of the cottage but I did some new renders instead...
1 directional light and AO with 32 samples, took 41 secon ... |
Topic: Ambient Occlusion |
Sweenie
Replies: 10
Views: 31166
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Forum: DeleD Feature Requests Posted: Tue Jun 27, 2006 12:07 pm Subject: Ambient Occlusion |
The last weeks I've been obsessed with ambient occlusion and gave a go at trying to make a lightmapper with ao support myself.
I'm fairly satisfied with the results so far and just wanted to show w ... |
Topic: Gothic style poolroom??? |
Sweenie
Replies: 3
Views: 3166
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Forum: DeleD 3D Modelling Posted: Sat May 06, 2006 9:35 am Subject: Gothic style poolroom??? |
This was supposed to be a normal poolroom but somehow it turned into something gothic instead.
This is my first "level" made in DeleD so I'm pretty satisfied, although it need more details.
... |
Topic: Ambient Occlusion |
Sweenie
Replies: 10
Views: 31166
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Forum: DeleD Feature Requests Posted: Fri May 05, 2006 2:08 pm Subject: Ambient Occlusion |
Do you have any plans on adding Ambient Occlusion to the lightmapper?
It's a great way to give the scene/level a more "realistic" look.
Quiet easy to implement aswell, alot easier than radiosity any ... |
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