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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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  #1426  
Old 2010-10-03, 23:26
Brafil Brafil is offline
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Keep up the good work! Not much left and you can challenge Yafray xD
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  #1427  
Old 2010-10-04, 00:15
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Uploaded normal maps for the walls and the floor in this scene.
No lightmaps yet.
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  #1428  
Old 2010-10-04, 00:45
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I haven't updated edgesplit in trunk txt files. You can see it in LSAV7 harbor map.

Note that all your objects in blender must be set smoothed, since I export vertex normals, not face normals. You can have same result than set solid by splitting shared vertices, which is actually what edgesplit do for you. I think we should get used to tell blender where are sharp edges. By using the automatic angle filter, some surfaces which are low poly like the lamp post are considered flat.
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  #1429  
Old 2010-10-04, 00:53
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I assume I can change the split angle for different objects right?
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  #1430  
Old 2010-10-04, 01:21
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yes you can
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  #1431  
Old 2010-10-04, 02:35
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MatheusMK3 MatheusMK3 is offline
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Quote:
Originally Posted by David View Post
First rendering with normal maps. Only barrels and cranes are tested here.
You meant "Only barrels and crates are tested here."?
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  #1432  
Old 2010-10-04, 02:51
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Yeah I was wandering for a second too "I didn't model any cranes there!!".
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  #1433  
Old 2010-10-04, 12:27
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you're right I meant crates.
new normal textures look good. How do you design the height map ? Also, I think you should upload height maps too (unless they are hidden in alpha channel ?)
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  #1434  
Old 2010-10-04, 13:07
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I've read that some games like doom 3 have several levels of details for each model. The low poly is used for the game and the high poly to "bake" normal textures. It looks blender can do that.

low poly

normal map

normal map + light map

normal map + light map + shadows


I wonder where is the diffuse map here
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  #1435  
Old 2010-10-04, 15:28
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I didn't do heightmaps for these, it's not always needed to make the normalmaps. Basically you can just desaturate the texture and then fiddle with the levels.
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  #1436  
Old 2010-10-04, 16:26
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here is the warehouse map with new Jasiek's normal textures

it's all on trunk


Attached Thumbnails
Click image for larger version

Name:	normal map 4.jpg‎
Views:	174
Size:	373.0 KB
ID:	8514  
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  #1437  
Old 2010-10-04, 17:00
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Hey guys Im a bit lost, how to upload files to the SVN?
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  #1438  
Old 2010-10-04, 17:22
GoofyLife GoofyLife is offline
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Starting to look nice =D Is the floor texture very low res? And maybe you should fix the texture around the window a little, just above the arch the texture doesnt blend with the rest of the wall.
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  #1439  
Old 2010-10-04, 17:48
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@flip_one : I suggest you download tortoiseSVN and look to a quick tutorial about SVN. The path to enter in tortoise is in project overview thread

tutorial here http://www.mifos.org/developers/inst...ortoise-basics
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  #1440  
Old 2010-10-04, 19:47
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MatheusMK3 MatheusMK3 is offline
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Man... LSA is going to be great!
I wish it's size get even more compact someday, currently it looks a bit big...
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  #1441  
Old 2010-10-04, 19:50
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@flip_one : when you upload a blend file, make sure all textures are in same folder and texture path are relatives (//whatever.png)
There are some tools to help doing that in file->external data
I can't see any textures right now
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  #1442  
Old 2010-10-04, 20:32
GoofyLife GoofyLife is offline
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no, thereĀ“s no textures, but the normal maps is made out of textures right? so you see the patterns
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  #1443  
Old 2010-10-04, 20:36
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I was saying I can't see textures in flip_one blender file, because of the absolute path

in the photo above there are only normal textures displayed, which is what I'm working on.
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  #1444  
Old 2010-10-04, 21:59
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All the files are on the same folder called "Flip One - Trash truck",anyway were is that file>external data thing?
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  #1445  
Old 2010-10-04, 22:02
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it's a blender feature (not tortoise)
the grobo texture are not in folder
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  #1446  
Old 2010-10-05, 13:27
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@Brafil and Ambient, why should I use VBO ?
http://www.sci.utah.edu/~bavoil/opengl/vbo/data_types/

Oh, cool, there's even a benchmark in the web page
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  #1447  
Old 2010-10-05, 14:37
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I updated the files and did the external data thing, can you see the textures now?
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  #1448  
Old 2010-10-05, 15:49
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You need to do a file->external data->make all paths relatives
now all the texture paths are pointing to your C:\lsa\ folder, so they just don't load for me.
also the window texture is not transparent, I can't see the grobo inside

Also remember to use svn commands for moving renaming and deleting files, not windows commands
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Last edited by David; 2010-10-05 at 15:56.
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  #1449  
Old 2010-10-05, 17:42
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Now you should see the textures..I think that the windows aren't transparent because of the 3dmax>blender conversion, I have to find the alpha parameter and change it.

PD: I made a snowboard, the pics are on art fan thread
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  #1450  
Old 2010-10-05, 17:51
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nope ! only the wheels

set texture path

//Trucker_matt.png

instead of

//..\Trucker_matt.png

also no need to delete blender file each time you commit
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