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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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  #1451  
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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  #1452  
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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  #1453  
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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  #1454  
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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  #1455  
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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  #1456  
Old 2010-10-05, 18:05
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press N in the image editor, that will show you the texture path
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  #1457  
Old 2010-10-05, 18:32
Brafil Brafil is offline
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I don't think VBOs are that much better than dls, but they are quite suited for changing mesh data (poly info is on the GPU, vertex positions in memory). But you're doing HW skinning, so yeah.

BTW, for the optimal storage format (3f 4ub) VBOs are actually faster and I reckon they need slightly less memory.

Last edited by Brafil; 2010-10-05 at 19:05.
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  #1458  
Old 2010-10-05, 19:55
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I have a weird feeling normal maps are useless, since the light is fix and ojects statics ... I also feel like diffuse map could do the job, since the whole scene look like it has usual textures on it while normal map is on.
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  #1459  
Old 2010-10-05, 19:59
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I guess I might agree with that. Having the lightmap will be cool tho.
Started some work on Twinsen's house. Not much though.

I'll redo the interior, I think it's way too big. It'll be something between LBA1 and 2 house.
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  #1460  
Old 2010-10-05, 20:02
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well, guess what ? I think the same for lightmaps !
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  #1461  
Old 2010-10-05, 20:07
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I guess we might come back to the normal map idea sometime in the future if we decide to have moving lights? Still they might add more detail to the scene, even with a fixed light source? Or did you test that and there was no difference?
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  #1462  
Old 2010-10-05, 20:18
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I think it is true normal maps with lighting from one angle can be completely "burnt in" provided the light doesn't move and neither does the object.
But you are both limiting yourself for later, as well as meaning you constantly have to burn the shadows in. (annoying if you just want to change a minor part of a texture, alter the colour etc)

oh, I think Normal maps can also make quite a difference if the object is shiny too...then a movement of the camera would show up a difference in the specular.

So if your looking for extra detail I think normal maps pretty much are the best choice, rather then constantly burn stuff.
However, a LBA style game might not even need that sort of detail. Imho, nice lighting and variantly saturated color pallet's make a strong atmosphere on their own.
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  #1463  
Old 2010-10-05, 20:49
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Quote:
Originally Posted by Darkflame View Post
oh, I think Normal maps can also make quite a difference if the object is shiny too...then a movement of the camera would show up a difference in the specular.
This is true for close camera / high perspective.
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  #1464  
Old 2010-10-05, 21:53
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Darkflame we're not baking shadows, they're made on the fly for each object (meaning they're fully dynamic) in the game - even flat surfaces with transparency. You can download the last tag version and move the light source with the numpad and see it for yourself.
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  #1465  
Old 2010-10-05, 23:20
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If your not baking shadows, then yes normal maps will make a difference then to the shading/apparent detail.
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  #1466  
Old 2010-10-06, 10:50
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I think that for now that game doesn't needs normal maps, looks a bit weird with them,maybe they can be requiered at some material like the grass on citadel map but using them on every texture looks forced to me.

@David: I updated the truck, it has now alpha settings for the windows and you can see the grobo inside if you throw a render, I think the reason for the truck to looking a bit different on the 3dmax and the blender is that 3dmax uses an ambient light by default at the renders, and blender uses light points, so it should look good on games lighting engine, anyway if you want any more changes to the truck I can do it.

I made a snowboard table for that scene were twinsen uses it mountain down, pics are on fan art, tell me if you like it and if yes I'll upload it to the SVN.
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  #1467  
Old 2010-10-06, 11:57
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I'm talking about the 3d window in blender, not the rendering. Here is an old screenshot which show you how to setup alpha, it's from perspective map viewer


think about adding an alpha channel to your png textures, and set it to 70% transparent for example.

yeah, upload the snowboard, we can add it in future twinsen house
Attached Thumbnails
Click image for larger version

Name:	blender activate alpha transparency.jpg‎
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ID:	8517  
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  #1468  
Old 2010-10-06, 13:18
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Ok so can we get rid of the normal maps from the main maps folder? Or do I need to start pointing textures to the diffuse one?

Making a map now and it's kinda annoying.
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  #1469  
Old 2010-10-06, 13:39
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should be better now
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  #1470  
Old 2010-10-06, 13:53
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Cool

Check out the house WIP.
There's not going to be much progress on it in the coming days though, I'll have some other stuff to do.
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  #1471  
Old 2010-10-06, 13:58
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nice work so far, for the geometry
I can't see the textures
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  #1472  
Old 2010-10-06, 16:12
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Oh right, they're there, just forgot to change the path's.
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  #1473  
Old 2010-10-06, 18:50
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nice texturing Jasiek !

I have a little suggestions, I know I'm loud with that but ... I want to merge the maps, characters and objects folder. maps has 200 textures characters 20 and objects around 10 (the boat ones are already in maps). Also I want to make a unic exporter for maps, objects and characters.

Will you survive to this change ?
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  #1474  
Old 2010-10-06, 19:01
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Why merge them?
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  #1475  
Old 2010-10-06, 19:06
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less work for me, and also you can share textures between objects and maps
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