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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Sat Jul 16, 2005 8:34 am Post subject: Ring |
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Just messing around:
I found a trick in Deled to help me map a texture to perfectly fit any surface, so I was finally able to make some arenas. The blue boxes are just place holder size references (they are the size of a person).
EDIT *image removed, scroll down for newer ones*
Last edited by Daaark on Sun Jul 17, 2005 2:27 pm; edited 1 time in total |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Sat Jul 16, 2005 9:08 am Post subject: |
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Looks very nice!
Care to tell us about that trick? |
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Sindwiller DeleD PRO user
Joined: 25 May 2005 Posts: 331 Location: Zürich. Switzerland
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Posted: Sat Jul 16, 2005 9:58 am Post subject: |
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The Shadows/Lightmaps dont really look like the normal DeleD Lightmapper. Are you using Gile[s]?
Im thinking about to buy it, seems to be good.
mfg, SIndwiller |
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granada Team member
Joined: 07 Aug 2004 Posts: 1955 Location: England
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Posted: Sat Jul 16, 2005 10:28 am Post subject: |
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I can just see the fighters entering the ring now .
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I found a trick in Deled to help me map a texture to perfectly fit any surface |
Sounds interesting.
Dave _________________ AMD Phenom(tm)IIx6 1090t Processor 3.20 GHS
8.00 GB memory
Windows 7 64 bit
Nvida Geforce GTX 580 |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Sat Jul 16, 2005 11:44 am Post subject: |
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That is Deled Lite's light mapper, and the screenshot is directly out of deled lite with no post processing. I need to tweak it abit to get more saturation on the stage. That's just a simple 4 light setup. There is a white light about 20 feet on top the ring to cast the rope shadows.
There is another white light infront of the Shockwave sign that hangs ontop the entrance. (The outer white part of that sign is meant to be transparent, but that doesn't show up inside deled...yet)
And there is a blue light infront of each of the screens.
***
The trick is to create a quad that is the exaxt same size as the texture (1 unit per pixel) so 256x256 for a 256x256 texture. Then you turn off auto uv and size / rotate it as needed.
Last edited by Daaark on Sun Jul 17, 2005 5:04 am; edited 1 time in total |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Sun Jul 17, 2005 4:59 am Post subject: |
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*edit* Newer images further down again...
Last edited by Daaark on Wed Jul 20, 2005 2:45 am; edited 1 time in total |
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granada Team member
Joined: 07 Aug 2004 Posts: 1955 Location: England
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Posted: Sun Jul 17, 2005 1:46 pm Post subject: |
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Nice, starting to loog good
Dave _________________ AMD Phenom(tm)IIx6 1090t Processor 3.20 GHS
8.00 GB memory
Windows 7 64 bit
Nvida Geforce GTX 580 |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Sun Jul 17, 2005 2:39 pm Post subject: |
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I'm unsure about the crowd for now. I might wait until the alpha support is in for that. It would be too funny to post a render that had the parts of the crowd billboards that were mean to be transparent showing up with lightmapping on them, and blocking out the people in behind.
It's not really a problem with the gates and the logo though. It would be cool if the lights could shine through the 'holes' in the gate textures and cast shadows on the floors. But you wouldn't see it anyways, with the people standing on the floor. |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Sun Jul 17, 2005 2:54 pm Post subject: |
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It would be cool if the lights could shine through the 'holes' in the gate textures and cast shadows on the floors |
We are talking DeleD PRO 1.3 here. Working on it
But nice screenshots, I really like the whole atmosphere![/quote] |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Wed Jul 20, 2005 2:44 am Post subject: |
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Latest edits:
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Wed Jul 20, 2005 7:13 am Post subject: |
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Nice, very nice! |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Wed Jul 20, 2005 7:45 am Post subject: |
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I 100% agree, that's simply wonderful! |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Thu Jul 21, 2005 8:25 am Post subject: |
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Something funny: I have two blue lights on the stage, and the lights come out green and purple? I don't even have any red in the lights (0) to contribute to a purple. The lights are the blue that is (0,128,255) and they mix green and purple? Funny, because they look better like that than they would have blue...
Creating lightmaps with a few hundred people in the crowd isn't doing yourself any favours. I'm going to have to paste 4 or 8 crowd members onto 1 texture and reduce the polygons, it's getting crazy. When I click and drag to select a crowd section, I have to wait ten seconds for the selection to actually be made!
Also, when I was adding my crowd sprites into the material manager, I had lots of trouble adding anything after I filled up the first three rows of the material manager, because all the window was used up, and there was almost no space to drag the new material into, I had to hunt around pixel by pixel... (and the scrollbar shouldn't return to the top after every addition!) |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Thu Jul 21, 2005 9:35 am Post subject: |
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About the colors: technically, there shouldn't be much red in the final color. However, colors never get any darker than the shadow base color, so if the texture that is lit up has a strong red component it could still end up being pretty much visible. If you think there is something wrong, I am more than willing to take a look, but you'd have to help out reproducing the thing as I am pretty much colourblind. To me, the difference between purple and blue is purely theoretical Oh, and most importantly I agree it looks great
About the crowd+lightmaps: yeah, you must be really pushing Lite's limits there. I don't know what your polycount is, but I bet your lightmaps are huuuuuuge
About the drag-n-drop problem: we'll take a look at the scrollbar resetting itself. The 'there is no space to drop' problem is a bit harder to address, perhaps we should just add a little more whitespace in between the items (the Windows Explorer approach, so to speak). Of course the drag-n-drop creation of materials is only there for extra convenience, you can always resort to hitting the 'add material' button and dragging the texture onto the layer. Then again, I think we all agree convenience functionality should be... convenient |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Thu Jul 21, 2005 9:56 am Post subject: |
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Paul-Jan wrote: |
I am pretty much colourblind. |
Wow that must suck. The ring has a white light on top of it. The stage is textured all in light grey, and it gets it colours from the lights. There's no way they should be going into purple at all, or that shade of green. It seems like an array indice mess up...actually, come to think of it.. the purple resembles a shade I used to ambient light my VTMR maps with, that was 127,x,255 and the lights in the map are 0,12x, 255... so there.
But Also there is green showing up on some faces, without any blue or red from the lights.
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About the crowd+lightmaps: yeah, you must be really pushing Lite's limits there. I don't know what your polycount is, but I bet your lightmaps are huuuuuuge |
In the newer revison, ~2000, but I haven't optimized the crowd yet. |
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