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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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  #2776  
Old 2011-11-05, 18:35
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the name was confusing me, because it's not really glowing ...

so I renamed it to _emis (stands for emissive) for opaque pass, try to import the model in test/materials/emis folder. I has alpha clipping

_temis is for transparent emissive, rendered in transparent pass (not sure this last one work yet). I has alpha blending
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  #2777  
Old 2011-11-05, 18:46
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I didn`t know that. I searched in the previous pages if you`ve mentioned something about this, but couldn`t find anything.
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  #2778  
Old 2011-11-05, 18:50
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holy sh...
I was wondering and wondering why were tangent computing incorrect and demo crashing so much ....

http://en.wikipedia.org/wiki/Wavefront_.obj_file
"A valid vertex index starts from 1"
I forgot about that small detail, doesn't start by 0
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  #2779  
Old 2011-11-05, 18:53
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no no didn't mention it, it's brand new, here is the list of materials, the number is used to identify them in the shader, it's coded by a color channel, for each pixel. The list is in docs/list of materials
0 emis
30 glow
50 ocean
70 temis
100 tglow
120 ambi
150 matt
220 tambi
250 glass
255 shiny
Depend of the material, lighting is different

Edit :
color channel can be seen through the main menu>output>shadow_opaque_buffer_green

Edit 2 :
and menu>output>shadow_transp_buffer_green
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  #2780  
Old 2011-11-05, 20:51
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- Normals and tangents are correctly computed, no more crashes
- edited alpha channel of ice block, its now opaque on a zone and transparent on the other
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  #2781  
Old 2011-11-06, 02:10
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Here`s the picture frame I made. I used some art deco elements, to make it more close to the era, we presumed for the LSA style. The angles and the middle parts are all separate elements and are sliced in a "website friendly" way, meaning, you could use the pieces ot build in-site frame. The middle pieces are tileable, so you could actually make indefinitely big frame with them and the angles. The pieces are in the repo.
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  #2782  
Old 2011-11-06, 13:23
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the frame is great, however I thought it would be 3D. Is it possible to extrude it ?
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  #2783  
Old 2011-11-06, 14:07
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Well, it won`t be a problem to make it in 3D, but I thought that`s not that much necessary.
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  #2784  
Old 2011-11-06, 15:28
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How is it now? The new parts are in the repo.
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  #2785  
Old 2011-11-06, 15:53
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yeah this is how I wanted it, but still its fake ... I meant OBJ model.
However, from the screenshot, I really thought it was 3D, with some normal mapping, I wonder how you made that.
But I think if you look from a different angle you would see its fake no ?
Not sure I commented it, but this is to actually put the paintings in our maps I think we could make a tavern, pharmacy style, using sewer barrels you made, cash machine, painting, we actually have lots of props to do it.
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  #2786  
Old 2011-11-06, 16:01
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Man... I thought that you needed it for some other purpose. I didn`t even thought about the maps or something, since we actually don`t have a map, in which a picture frame could be required and you mentioning it out of the nothing, left me the impression that you`re planning something out of the engine.
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  #2787  
Old 2011-11-06, 16:10
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Yeah it's my fault I'm not very clear ...
Now I remember I spoke about that on another thread, Katibu one, on fan art section
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  #2788  
Old 2011-11-06, 20:39
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About the tavern, I`m not sure that I could handle this task too. I`m still making the clear water lake area. I remember that Jasiek mentioned that he had some ideas about it, so I guess he should do it or we could make it together, when I`m about to finish with the new area.
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  #2789  
Old 2011-11-07, 12:03
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Sure the tavern is for later. About the 3D frame I think Katibu sketch, the one with 4 characters, could go in pharmacy map. It seems to be a pharmacy scene.
I will try the grass/tree shader. Do you like the tree leaves in test map ? Note the material, it's _ambi, meaning leaves receive same light independent of their orientation. Using _matt clearly shows leaves are fake, brutal variation of light between a sprite and another
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  #2790  
Old 2011-11-07, 12:27
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Something is missing:

Quote:
crate.059
couldn't find model assets/test/materials/temis/crate.obj
the viewer does not load.

EDIT: The whole temis directory is missing. The tree model looks very strange, but overall, the leaves are nice looking.
BTW, where would a picture in frame go in the pharmacy map? All the walls are with shelves, it`ll be very weird if we put a frame on one of the columns.

Last edited by Horadrim; 2011-11-07 at 12:33.
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  #2791  
Old 2011-11-07, 12:54
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I added the missing model. Indeed, no room for a painting, unless we change the map.
I was asking about the leaves movement, if you think it's correct cause it uses skeleton animation
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  #2792  
Old 2011-11-07, 13:22
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I can`t assess really, the model is weird and it loads without a trunk. Generally the movements of an object are best percepted, while compared to static one.
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  #2793  
Old 2011-11-07, 19:45
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Some WIPs to keep David`s spirit up .
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  #2794  
Old 2011-11-07, 20:08
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hehe ... that's exactly what I was waiting for !
Let me know if you need more materials or shaders.
From my side I'll publish soon the grass shader, the algaes you made are good for testing it.
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  #2795  
Old 2011-11-07, 20:34
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Currently, I`ve got one concern about the normal maps. As you can see on the last two shots, the rock cliff looks like wet plastic or something like this. It uses displacement map too. The same effect however, makes the ice stuff look great (and even beyond my expectations).
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  #2796  
Old 2011-11-07, 20:53
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This is about specular light.



I guess rock is using a matt material ? Or shiny ? I can change the value of shininess (left right above) and intensity (up down) of matt/shiny
This white spot above don't depends on having normal or height map.

Oh and I added a screenshot button, it outputs to trunk/outputs_PNGs folder
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  #2797  
Old 2011-11-07, 21:07
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I tried both _matt and _shiny, but the result seems similar to me, with slight differences.
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  #2798  
Old 2011-11-07, 21:27
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ok the matt should look more matt now
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  #2799  
Old 2011-11-07, 22:23
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It`s really better now.
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  #2800  
Old 2011-11-07, 22:38
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you should see the corals moving
the new material is _veget, with those properties :
- receive scene ambient light
- doesn't emit diffuse nor specular light (so no bump mapping)
- doesn't emit shadows
- vertices move in function of height when positive, and are static when height is negative.
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