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Old 01-15-10, 09:36 AM   #1
flakmonkey
Grey Wolf
 
Join Date: Jul 2006
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A couple of updates...

Ive changed the way im breaking up the model for import, its much less of a headache when the scene is split up according to materials thanks to those who suggested it.

At the moment some areas are still a bit too dark/washed out, i went back and re made all my lightmaps with global illumination and final gather but im still working out the kinks with my new software so they didnt all turn out as i hoped (i might just edit the maps in photoshop rather than re-render them).

For now im not bothering with animations, im just focusing on getting everything looking right in game first. I`ll probably start pestering DivingDuck in the next week or so with that

+My current stumbling block is those pesky light halos, there is soooo much stuff in the light halo nodes that it may well take me a month to add halos to my lights (seriously, open s3d and take a peek, theyre packed to the brim with stuff), i tried copying/pasting a CR light halo and then reassigning the parent id from the CR to my diesel room but it just draged the original halo node with it too!! there must be an easier way!

So far with about 50% of the model data imported and all of the textures in the dat there doesnt seem to be any performance hit maybe a second or two on the initial load time.
Although its not an issue yet i really wish sh3 had blocking volumes like unreal engine 2-3 (an invisible wall that blocks things behind it from rendering), it would have been perfect to slide in the small gap between the CR and engine room meshes, after all whats the point in rendering stuff when you cant see it!!

piccys...




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Old 01-15-10, 09:57 AM   #2
Tomi_099
The Old Man
 
Join Date: May 2007
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Look !!

I think you have no shedows on your mod !!


Video (omni light )

http://www.dma.ufg.ac.at/app/link/So...ik/module/9878

Specular / Diffuse
http://www.dma.ufg.ac.at/app/link/Al...0087/sub/10118


Import OBJ/mtl - Lightmap / UV-map

http://174.133.66.250/radioroom/show...5&postcount=46

.
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Old 01-15-10, 11:03 AM   #3
urfisch
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speechless...this is amazing...no. its more than this...
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Old 01-15-10, 01:32 PM   #4
flakmonkey
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Anyone know if its possible to have more than one interior root node in a dat, im guessing its not but its always better to ask!
I was just pondering those fog values, the fog setting for the command room (and also therefor the engine room) is 11, now if i increase the fog end distance to 18 the engine room looks great, the colors arent washed out so much etc but the CR looks rubbish, the only way i think i can have a seperate fog value for the engine room is to have it on a seperate root


+ im still contemplating attatching this to the CT instead of the CR for reasons of dat size, just thinking out loud sorry....
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Old 01-21-10, 03:53 AM   #5
Anvart
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IIRC... placement (Skwas term) for addition of any interior... don't work?
i don't remember...
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Last edited by Anvart; 01-21-10 at 04:05 AM.
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Old 02-08-10, 09:51 PM   #6
skwasjer
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For the lack of a better term and understanding at-the-time I called it placement yeah. But it's not relevant to the question.

Anyway, @flakmonkey, have you tried your own suggestion? One thing you might try is use just the one root node, but as with ships that can break in two, make two child nodes, dump everything of the main interior under the first, and build the new interior under the second, and include a seperate fog controller. Perhaps this works, perhaps not. And what about the offset vs world? Can you move both compartments so they have a common point as the center of the entire interior?

If you were working on SH4, I'd say modify the shader, but I don't know if you can for SH3...
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Old 01-15-10, 11:00 AM   #7
skwasjer
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Quote:
Originally Posted by flakmonkey View Post
Ive changed the way im breaking up the model for import, its much less of a headache when the scene is split up according to materials thanks to those who suggested it.
You're welcome

Quote:
+My current stumbling block is those pesky light halos, there is soooo much stuff in the light halo nodes that it may well take me a month to add halos to my lights (seriously, open s3d and take a peek, theyre packed to the brim with stuff), i tried copying/pasting a CR light halo and then reassigning the parent id from the CR to my diesel room but it just draged the original halo node with it too!! there must be an easier way!
Copy an entire tree with CTRL+SHIFT+C, then regular paste with CTRL+V. Remember to reassign new id's to all chunks (easiest is to copy the tree to an empty DAT-file, and run the remap-function, then copy back to your own DAT). All that is left is adjust positioning and finetune the settings.

Quote:
So far with about 50% of the model data imported and all of the textures in the dat there doesnt seem to be any performance hit maybe a second or two on the initial load time.
SH3 is very 'light' on today's GPU's, so I don't think it will have much trouble with extra interior space. SH4's interiors are a bit more complex geometry, so in SH4 I 'did' notice some performance impact. Especially the thing you mentioned next, is something I've cried for for 2 years now, but since the game was never designed with extra (connected) compartments we can see why they didn't bother.
Quote:
Although its not an issue yet i really wish sh3 had blocking volumes like unreal engine 2-3 (an invisible wall that blocks things behind it from rendering), it would have been perfect to slide in the small gap between the CR and engine room meshes, after all whats the point in rendering stuff when you cant see it!!
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