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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Sun Jul 13, 2008 8:33 pm Post subject: |
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Thanks trucker - I love those chairs. |
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trucker2000 DeleD PRO user
Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Mon Jul 14, 2008 12:37 am Post subject: |
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They were difficult to bend into that shape, but once I got one, the rest were easy. _________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
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trucker2000 DeleD PRO user
Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Wed Jul 16, 2008 1:14 am Post subject: |
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Finally progressing on the lighting. It looks great from this angle:
and This one
and even this one.
But what's going on in this one??
The lighting is kinda wonkey.
The settings are:
ambient color= 243, 240, 197
shadow opacity= 50 _________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
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santutatu DeleD PRO user
Joined: 18 Aug 2007 Posts: 729 Location: ARGENTINA
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Posted: Wed Jul 16, 2008 1:53 am Post subject: |
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I think that that happened because of the subdivisions of the grid (as I see like a subdivision there), but might be wrong _________________
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Wed Jul 16, 2008 5:07 am Post subject: |
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Very interesting screenshot. I know the (naieve, per-poly planar) mapping of the textures can create non-continuous lightmap texturing, especially on such surfaces, but this is definitely the worst case I saw thus far. Can I have your DXS, Trucker?
The lightmapper rewrite is next on our list, and improving the mapping algorithm is a very important part of that, so I am collecting problem cases. Elementrix also got me some nice ones.
(Oh, and my apologies for saying "interesting" about something that makes your great scene look less good... ) |
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trucker2000 DeleD PRO user
Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Wed Jul 16, 2008 9:49 am Post subject: |
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I understood your meaning.
Here's the dxs Don't worry about the obj. I used the exporter to move the textures. I also included the lightmap files. _________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Thu Jul 17, 2008 6:22 am Post subject: |
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Thanks for putting it all up for download, got it just fine!
p.s. Awesomeness+1 for "delProManual.dxs" While you're at it, could you actually write it? Thanks! |
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trucker2000 DeleD PRO user
Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Thu Jul 17, 2008 9:42 am Post subject: |
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Paul-Jan wrote: |
Thanks for putting it all up for download, got it just fine!
p.s. Awesomeness+1 for "delProManual.dxs" While you're at it, could you actually write it? Thanks! |
Thanks. Umm...nope. Not a writer. _________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
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trucker2000 DeleD PRO user
Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Sat Aug 02, 2008 6:57 pm Post subject: |
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Still working on this as I have time. I'm actually starting to like it.
_________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
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Brian DeleD PRO user
Joined: 24 Mar 2005 Posts: 98
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Posted: Mon Aug 04, 2008 9:44 am Post subject: |
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Like your scene very much. The model is great. love your work.
Just wondering, do you have backface cull turned off? If so, then I think the palm trees should look better if it is on.
Kind regards Brian |
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trucker2000 DeleD PRO user
Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Tue Aug 05, 2008 12:34 am Post subject: |
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Thanks for the comments.
Culling is on. (hope that's what you were talking about) _________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
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afecelis DeleD PRO user
Joined: 08 Aug 2004 Posts: 427 Location: Colombia
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Posted: Mon Aug 18, 2008 2:50 am Post subject: |
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wow, you're working a lot Trucker! It just keeps getting better and better!
Nice atmosphere you're achieving there, suits your category perfectly.
Keep us posted! and keep it up!
regards,
Alvaro
ps. Love the water effect. The shiny highlights are during runtime in an engine or deled screenshots? How do you achieve such nice water? |
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Mr.Fletcher DeleD PRO user
Joined: 07 Aug 2004 Posts: 1772 Location: Germany
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Posted: Mon Aug 18, 2008 9:25 am Post subject: |
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I like the water too, it looks really kind of reflecting. Just doesn't fit very well to the sunset sky though. _________________ Behold! The DeleD Wiki! Please help us expanding it
DeleD on IRC |
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trucker2000 DeleD PRO user
Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Mon Aug 18, 2008 10:21 pm Post subject: |
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The water is just a texture. (stretched) All the images were taking within Deled.
Thanks for the comments. I'm still working on it. I'll post some more screenshots when I get something better to show. _________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
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trucker2000 DeleD PRO user
Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Sun Aug 24, 2008 10:17 pm Post subject: |
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These are most likely the last lightmapped images of this scene.
This is the next to the last update of this map. The final map isn't lightmapped due to the fact it took 6 hours to get up to 4 bars on the progress bar.
Lightmapper settings:
in: "view/options/lightmapper"
size = 512 X 512
ind. min size = 16 X 16
ind. max size = 128 X 128
num. blur passes = 1
norm. auto crease angle = 50
format = bmp
in the maps scene tab:
ambient color = 243, 240, 197
shadow opacity = 50
objects = 93
lights = 29
polygons = 31006
edges = 60825
vertices = 30013
I finally got this scene to look like I want, only without lights.
( I do need to change the background images) _________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
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Invidia gtx560 video card
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