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Old 02-18-11, 02:12 PM   #1
naights
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Hi:

Ok, now is working.

File saved as 16.16.16.16f ABGR 64 bpp | floating point (photoshop)

Steel Vikings .dds file is DXT1 4bpp with no alpha
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Old 02-18-11, 02:15 PM   #2
stoianm
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Quote:
Originally Posted by naights View Post
Hi:

Ok, now is working.

File saved as 16.16.16.16f ABGR 64 bpp | floating point (photoshop)

Steel Vikings .dds file is DXT1 4bpp with no alpha
I changed in DXT5 but keep the same size and mip - maping and it is working also

i am impatient to see your finall results
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Old 02-18-11, 02:30 PM   #3
naights
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hi:

Quote:
Originally Posted by stoianm View Post
I changed in DXT5 but keep the same size and mip - maping and it is working also

i am impatient to see your finall results
I can share what I have done and work the 3 together to get better results (if you want, better 3 brains than 1)
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Old 02-18-11, 02:32 PM   #4
stoianm
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Quote:
Originally Posted by naights View Post
hi:



I can share what I have done and work the 3 together to get better results (if you want, better 3 brains than 1)
yes - good ideea
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Old 02-18-11, 03:03 PM   #5
Paris_England
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This is the best I've been able to do.

bec-submarine is a flat yellow FFE757 dds -- no alpha.


This is reflectcube2.dds -- a new texture. This needs reworked a lot, but the trick at the moment seems to be to take some of the underlying bec_submarine colour and some of the nightlight colour so at least it looks like it might go with either type of ambient light. It's a real fudge, but until the night light controller is exposed I'm at a loss as to what else to do.




It is saved as a DTX1 cubemap <---important

Then the sim file has been edited in goblin.

In this case merge (data/submarine/common/rooms/...) Room_DER.gr2 and Room_DER.sim

Once it's open click on GLASSDOMES in the scene tree and edit the behaviours. In the example here EnvMappingCtrl has been edited:

Type: changed to 'Cube' (originally Sphere)
Teture Path: data\Textures\TNormal\tex\ReflectCube2.dds (was ReflectCube.dds)
Reflection Multiplier: 3 (was 9.9)
Fresnel Factor: 0 (was 0)

This is all affected to some degree by the HDR_interior_submarine.cfg

Last edited by Paris_England; 02-18-11 at 03:22 PM. Reason: wrong image pasted
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Old 02-18-11, 11:13 PM   #6
naights
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More shadow maps from command room.

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Old 02-19-11, 03:39 AM   #7
stoianm
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Quote:
Originally Posted by naights View Post
More shadow maps from command room.

look nice - more shadow all over the place in interior
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