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Little Script Adventure An open-source 3D engine with assets and tools for all future LBA fan-games.

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  #2751  
Old 2011-11-03, 17:09
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Hey this is more than a brief sketch ! It should go to fan art too
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  #2752  
Old 2011-11-04, 02:07
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parallax now works correctly.

parallax + bump on the left, bump only on the right. I've setup max parallax possible, just for testing purpose. It should be reduced to half so that texture is not overlapping that much.

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  #2753  
Old 2011-11-04, 08:41
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Man! Awesome!
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  #2754  
Old 2011-11-04, 10:59
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David, is it possible to use the parallax mapping with the glass shader?
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  #2755  
Old 2011-11-04, 11:15
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yeah its possible however I'm not sure of the result ... parallax generates texture coordinates offset based on height map and glass shader based on normal map. Summing the 2 might look weird, will try it.
I guess you want it for ice blocks ?
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  #2756  
Old 2011-11-04, 11:20
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Yep, and for giant icicles also .
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  #2757  
Old 2011-11-04, 12:33
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Is it me or the glass shader is not working anymore? The water is not translucent either.
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  #2758  
Old 2011-11-04, 14:01
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Well the result is awesome !!
I corrected the translucent thing
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  #2759  
Old 2011-11-04, 14:18
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Wicked!!
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  #2760  
Old 2011-11-04, 14:29
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Oh, maaan, I`ll go nuts with this . Now we need snow and Twinsen singing "Jingle bells" :P .
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  #2761  
Old 2011-11-04, 15:13
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I've tried it on round shape objects, result is not that good because I compute tangent by faces, thus shared vertices can have different tangents which results in non continuous effect. So I was thinking about adding smoothed tangents to OBJs, but SMD don't support tangents ...
What shall we do ?
We actually don't need parallax on animated models isn't it ?
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  #2762  
Old 2011-11-04, 15:55
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Nope, except if we`re going to include some rock golems in the game . The clear water lake is on it`s way. May I ask you for a favor? Would you remove the spotlight models from the viewer?
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  #2763  
Old 2011-11-04, 16:14
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done, they will only show if you go in night mode
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  #2764  
Old 2011-11-04, 16:37
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pff ... obj doesn't support tangent either !
However I see how people do :


"The smooth tangent vectors are generated by summing the triangle face tangent vectors of adjacent triangle faces and then normalizing the resulting tangent vector. "
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  #2765  
Old 2011-11-04, 18:58
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Well... logically they shouldn`t, since they`re polygonal objects, not NURBS. I doubt that there`s a polygonal file format, that supports tangents.
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  #2766  
Old 2011-11-04, 21:44
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Tangent is a vector that tells you where U coordinates are growing and bitangent where V texture are growing, they are not used to define the surface but allow you to compute bump or parallax.

I added tangent and normal computing in the obj loader, meaning you might not need to export normals anymore.
Parallax on non flat surface looks far better with smoothed tangents, I'll show results later.

Could you create a painting frame to show some fanart ? Maybe some wooden one ? Just uploaded a few more. Proportions are varying, but we could stretch frame in the editor, and add just a single not stretched quad for the fanart.
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  #2767  
Old 2011-11-04, 23:17
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Okay. I just committed two rusted barrel models in the repo. The models and the textures are based on Jasiek`s. BTW, I didn`t know that you`ve resized the barrels in the harbour scene. I just spent around a hour to search for problems why the models don`t export with the scale I`ve set as default for LSA.

EDIT: Would you fancy an old tire too? :P
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  #2768  
Old 2011-11-04, 23:37
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yeah would be nice to have an old tire
I prefer the version of rusted barrel with holes cause it renders well with the sand under it. I updated the map.
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  #2769  
Old 2011-11-05, 00:13
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BTW, a note about the fan arts. I don`t see the author names, someone might complain. The sketch I made has my signature and besides all, I made it for the project, but the other stuff are not dedicated to it, so I think it`ll be wise to include the author names in the file names or in a separate list, like the license files.
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  #2770  
Old 2011-11-05, 00:47
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Since I planned to use sort of haalf spherical wheels for most vehicles, would be prudent if any sort of tire lying at the bottom of the sea reflected that .
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  #2771  
Old 2011-11-05, 01:59
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- added licence for fan art
- skybox of moon is now 512x512, I kept the original in skyboxes/night folder
- skybox were loading twice (scene deleted and reloaded), loads only once now
- harbor map centered to see more ocean in front
- tangent is now computed from CPU at loading, and smoothed
- resized seashell texture 64x64 instead of 512x512 : 64 times smaller archive, and they still look good.
->you should note the map loads faster. Ice normal map is much too big to my mind.
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  #2772  
Old 2011-11-05, 14:52
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I`ve got a problem. The viewer crashes when I load two models with _glass and _shiny texture. The models are glacierwall.obj and glacierwallglss.obj. While loading each one separately, everything is OK, but if I load both of them, the viewer crashes. They`re in the repo.
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  #2773  
Old 2011-11-05, 15:19
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better now ?
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  #2774  
Old 2011-11-05, 16:31
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Yep, it works now.
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  #2775  
Old 2011-11-05, 17:25
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David, the _sglow is not working anymore.
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