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Ring
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Sat Jul 16, 2005 8:34 am    Post subject: Ring Reply with quote

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
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Joined: 07 Aug 2004
Posts: 5332
Location: The Netherlands

PostPosted: Sat Jul 16, 2005 9:08 am    Post subject: Reply with quote

Looks very nice! Very Happy

Care to tell us about that trick? Wink
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Sindwiller
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Joined: 25 May 2005
Posts: 331
Location: Zürich. Switzerland

PostPosted: Sat Jul 16, 2005 9:58 am    Post subject: Reply with quote

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
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Joined: 07 Aug 2004
Posts: 1955
Location: England

PostPosted: Sat Jul 16, 2005 10:28 am    Post subject: Reply with quote

I can just see the fighters entering the ring now Very Happy .
Quote:
I found a trick in Deled to help me map a texture to perfectly fit any surface

Sounds interesting.

Dave
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Sat Jul 16, 2005 11:44 am    Post subject: Reply with quote

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
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Sun Jul 17, 2005 4:59 am    Post subject: Reply with quote

*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
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Location: England

PostPosted: Sun Jul 17, 2005 1:46 pm    Post subject: Reply with quote

Nice, starting to loog good Very Happy

Dave
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Sun Jul 17, 2005 2:39 pm    Post subject: Reply with quote

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. Laughing

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
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Sun Jul 17, 2005 2:54 pm    Post subject: Reply with quote

Quote:
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 Smile

But nice screenshots, I really like the whole atmosphere![/quote]
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Wed Jul 20, 2005 2:44 am    Post subject: Reply with quote

Latest edits:


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Jeroen
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PostPosted: Wed Jul 20, 2005 7:13 am    Post subject: Reply with quote

Nice, very nice! Very Happy
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Paul-Jan
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PostPosted: Wed Jul 20, 2005 7:45 am    Post subject: Reply with quote

I 100% agree, that's simply wonderful!
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Daaark
DeleD PRO user


Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Thu Jul 21, 2005 8:25 am    Post subject: Reply with quote

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... Embarassed

Creating lightmaps with a few hundred people in the crowd isn't doing yourself any favours. Smile 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! Laughing

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
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Location: Lage Zwaluwe

PostPosted: Thu Jul 21, 2005 9:35 am    Post subject: Reply with quote

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 Wink Oh, and most importantly I agree it looks great Smile

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 Smile

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 Smile
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Daaark
DeleD PRO user


Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Thu Jul 21, 2005 9:56 am    Post subject: Reply with quote

Paul-Jan wrote:
I am pretty much colourblind.
Wow that must suck. Crying or Very sad 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. Smile

But Also there is green showing up on some faces, without any blue or red from the lights.

Quote:
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 Smile
In the newer revison, ~2000, but I haven't optimized the crowd yet.
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