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Akira_SanParticipant
While i was looking at OpenGl books and stuff (that can be found around the net) i found, that what i was looking for can be done in GLSL without the need to touch the engine c++ code, but of course Gl_Decal could be added and multiple to the blending and stuff with just a simple line of code, but anyway. So yeah, a tut about how to use the glsl with NeoEditor would be nice to have for in the future!
How about: Deferred shading
Deferred shading wiki
That would make the engine have a next-gen lightening.Akira_SanParticipantYeah, i like its renderer!
Akira_SanParticipantI agree!
Akira_SanParticipantAnyone read the article about the doom 3 source code review, its quite good explaining the technique of doom 3 engine. I particularly like the rendering part.
Doom3 Source Code Review
How can we make a comparison of both game engines? “…” Come and see it!Akira_SanParticipantHow about more shaders: Parallax mapping Wiki page
Parallax Occlusion Mapping in GLSLAkira_SanParticipantNo crashes. Loading a particle prefab works. The camera changes color now. π The post effects need some test file to load. Post effects -> add uniform -> cancel dont work.
So one Meter will be blender box scaled to 5? Just like the snow prefab box.Edit: the box prefab opens empty cos the path is wrong. I changed the path to “meshs/Crate2.mesh”, and that worked. Now its appears that the prefab is dependent of the mesh in the meshs dir.
- This reply was modified 9 years, 7 months ago by Akira_San.
Akira_SanParticipantSome new things:
Physics collisions dont work if objects are in a group. Add some boxes to a group from the demo and try to collide with them. Youll walk through them.
When you try to rotate an object with MMB (double click to center around it) and the object is grouped or parented the rotate is off the center.
The update on the right panel is slow, when you add an object or rename the name.
No crashes so far.Akira_SanParticipantThx, that works. π
Now when using the latest daily build, the prefab dont seam to work. When selected 4 boxes and saved them as a prefab and then try to load, the load prefab dont show up on the screen and also no file saved in the prefab dir.
When “play in editor” the keyboard dont work.
The game will be a simple hit the boxes with a ball for Webgl demo.
What are the Neo view units compared to blender?Akira_SanParticipantNew link, had to delete the old one, cos forgot to remove the doom filesHit_the_Boxes
Akira_SanParticipantMy Demo have a shaky camera, can you take a look Hit_the_Boxes The demo is using the SponzaMouse.lua and camera setup, but when i move the cam view shakes. Ive also played a little with some doom 3 models, just for fun.
http://www.pasteall.org/pic/show.php?id=77459Akira_SanParticipantNice and thx.
Akira_SanParticipantYou are right, my mistake. I was thinking about baking and lightmaps π
Can you add a visual representation for the point light “Radius”, like circles, to make the radius more clear?Akira_SanParticipantYou can bake the textures and then overlay them in gimp, just like in Blend-A-Race game usng a single texture with all the baked stuff. But this is loosing its functionality, for example see this: http://www.cgmasters.net/free-tutorials/fps-mouselook-script-plus-real-text/
And you could also download the blend file.Akira_SanParticipantSome issues:
When creating and then loading a prefab, the loaded prefab is empty, no object loaded and also the location of the pivot is off. Was that fixed in the latest dev git, i dont remember.
In the object panel, you can see that when moving some object, there are only integers, so you cant type: x – 1.5.Akira_SanParticipant“You can start using atlas textures right now. They donβt need any special support in the engine”
What do you mean? I know, that you could bake in blender, but later how to set the texture? In blender, their is a mode “multiply”, where you set the baked AO/shadow map to get the effect, but as for Maratis i dont know how to do it. -
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