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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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  #1401  
Old 2010-09-29, 15:57
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It depends if you need color or "greyscale" specular. In case you want colored specular, another texture a part from bump map is needed. If you only want greyscale, the alpha channel from bump map can do the job. Thus alpha=255 in bump map would mean shiny, and alpha=255 would mean opaque (like now) in basis texture
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  #1402  
Old 2010-09-29, 16:00
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Can't it be like in the texture I uploaded?

Meaning colours in the picture define the reflection colours and the alpha defines the level of shine?

And tell me which texture is the ok one! Cause I have some time to make those now.

EDIT:
Added one more,
now there's crate_nbump.png, crate_nbump2.png, crate_nbump3.png

Is crate_nbump3.png the correct one then? (from what I can gather from your link)
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Last edited by Jasiek; 2010-09-29 at 16:29.
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  #1403  
Old 2010-09-29, 16:42
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crate_nbump.png alpha channel looks ok. Now just add the normal map to RGB, you should use the gimp plugins, maybe starting from a height map to compute it.
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  #1404  
Old 2010-09-29, 16:49
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I now have _ocean and _transp together and I added an extremely useful feature that export the map to the opened blender file folder, not the working folder anymore. Also the export name is automatically the same than the blend name, except that its extension is .txt

Now I work on adding object matrix so that stuff don't disappear like before
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  #1405  
Old 2010-09-29, 17:13
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Ok, added the normal map.
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  #1406  
Old 2010-09-29, 21:41
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Great updates lads.
Buggy has been on hold for the past two days due to really hard work at the studio. Check the blog to see.

I will try and get the buggy model over there so I can work on it between models, or when waiting a few minutes for concept art.
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  #1407  
Old 2010-09-29, 23:54
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Get
LSAV7

@Jasiek : the rabibunny bug is fixed, could you compile in trunk and overwrite LSAV7 linux binary ?
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  #1408  
Old 2010-09-30, 00:09
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Sure, but it never really affected the linux binary.

Changed the pharmacy and near_pharmacy flask textures to the proper glass texture too.
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  #1409  
Old 2010-09-30, 10:01
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thanks for you report !

Now the flasks render well Well done. I've updated your changes to LSAV7

Maybe we should clean up a bit the texture folder ?

I found

blueglass_transp.png
glassblue_transp.png

It looks you only use glassblue_transp.png ?

I suppose there are more unused textures there
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  #1410  
Old 2010-09-30, 16:35
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So, are we going to use alpha light map (stored in normal map alpha channel) or RGB light map (separated texture) ?
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  #1411  
Old 2010-09-30, 16:42
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I don't know really. In the gimp plugin the black and white (and grey) lightmap looked nicer then the alpha one. On the other hand having the lightmap in the alpha of the normal map might be somehow less messy?
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  #1412  
Old 2010-09-30, 17:01
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In theory, if you use greyscale light, only one channel is needed. Now if you want the cranes to reflect yellow light for example, and the barrel white light, then you need RGB (3 channel) light map.
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  #1413  
Old 2010-09-30, 17:20
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Ok, so we'll have a normal map file and a lightmap file?

Could you show me an example of how to make the RGB lightmap?
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  #1414  
Old 2010-10-01, 10:04
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I suppose it could be a constant color on RGB + your current alpha channel to set shininess

To tell you the truth I'm not really happy with currend shading since the walls are blender set smoothed when their should be blender set solid. Same for all "cubic" objects like cranes. Some perpendicular faces reflect same amounts of light
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Last edited by David; 2010-10-01 at 10:45.
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  #1415  
Old 2010-10-01, 16:28
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Particle effects like smoke or lights are done in 3d editor or script stuff?
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  #1416  
Old 2010-10-01, 16:59
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I was thinking about adding a material for them, _smoke or _sparkles at the end of texture name. Thus you just create faces and assign them the right sprite texture, where you want the particle source to be.

@Jasiek : I made the discover of the century. You can set solid or smooth shading for faces, instead of the whole object Ctrl F -> shade smooth or solid. I can then know if the face is smoothed or not in the export script, and export either face normal (solid) or vertex normal (smoothed)
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  #1417  
Old 2010-10-01, 20:05
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Well, forget about the smooth / solid thing for shading, the whole object should be smooth. The secret is to split or not vertices so that later the normals are averaged (smooth) or not (flat). Blender has a modifier called edgesplit that do the job for you, taking in count the angle between faces and/or looking to sharp edges, if you specified where they are (they are marked as red). Note that it's just a modifier, like subsurf, that you can turn on and off. I already modified export script to take this in account.

The result is simply amazing, on the left the messy normals and on the right, with the edgesplit. As you can see the walls are flat shaded, and round objects smooth shaded. This modifier is a bit like auto-smooth, but this last one only works while rendering

The bad point is that the modifier has to be temporaly applied while exporting, which result in a x5 export time (approx. 20 sec. for harbor)





Edit : Ran the demo with new harbor map. The difference is is like day and night Also that will help a lot for later normal mapping

Edit2 : I updated the harbor map in LSAV7 so you can see it by yourself.
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Last edited by David; 2010-10-01 at 20:42.
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  #1418  
Old 2010-10-01, 22:10
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I'm not at home right now, will check it out on gf's laptop.
Is the process automatic?
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  #1419  
Old 2010-10-01, 22:13
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yeah, I only added a modifier here. You can affine a bit more by setting manual sharp edges but using the automatic angle limit works very well.
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  #1420  
Old 2010-10-01, 22:19
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It crashes on the gf's laptop saying I need at least opengl 1.4 + some other stuff.
The GPU on this thing handles Civilisation 4 just fine...!

It's an intel integrated card called Mobile Intel 945GM Express Chipset Family. Drivers are from 2006 though. Not going to mess with her drivers....
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  #1421  
Old 2010-10-02, 10:27
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Quote:
Originally Posted by Jasiek View Post
It's an intel integrated card called Mobile Intel 945GM Express Chipset Family. Drivers are from 2006 though. Not going to mess with her drivers....
945GM has GMA 950, which doesn't support shaders at all (and they're extensively used in LSA). That's the problem, I think.
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  #1422  
Old 2010-10-02, 12:34
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yeah ...
and I'm gonna use even more shaders for normal mapping
If I have some time I'll take a look to VBO, and see if they are faster than display list
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  #1423  
Old 2010-10-02, 15:50
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I would download and test it, but they reduced my network speed...
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  #1424  
Old 2010-10-03, 21:22
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First rendering with normal maps. Only barrels and cranes are tested here.




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Name:	normal map 3.jpg‎
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  #1425  
Old 2010-10-03, 22:15
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Awesome

Is that edge split in the game? I'm not sure I can see the difference in the game.
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