supertrace() and the second uv-set plugin work with c-script and lite-c.
my newton physics example (see lite-c contributions forum) only works with lite-c since wrapping all newton functions for c-script would be a bit a pain.
Re: use a second uv-set on your models
[Re: ventilator]
#131535 06/07/0714:0706/07/0714:07
Out of curiosity, would it be possible to use a 3rd uv set and scale it's uv to represent cloud shadows? Or would it work just as well to have a model of the level, with transparent cloud shadow map, and scale the uv of that model. ie the model would be independant of the shadow mapped one and slightly offset along the z axis? Or to get complex, could you possibly load up the cloud uv and write it over the lightmap uv by writing directly to the bmap, and scale it across dynamically?
i don't think you would need a manually defined uv-set for that. for projecting clouds the uv-coordinates could be generated on the fly in the shader. for example just use the x and y coordinates of the vertices and scale and offset them a bit.
Re: use a second uv-set on your models
[Re: ventilator]
#131537 06/08/0715:4706/08/0715:47
you can write me a pm or an email to the address which is mentioned in the example script.
did you play around with the demo? the example model should give an impression about performance. you could compare the frame rate with and without the light map and maybe with more copies of the model in the level.
(but keep in mind that for performance it probably would be more ideal to use several <~5000 polygon models instead of big models like the 20000 polygon one in the example.)
Re: use a second uv-set on your models
[Re: ventilator]
#131539 06/17/0718:5106/17/0718:51
If I'm using your supertrace plugin I have to use the newton splash screen right???
New beta features being implemented:
A7 X When c_trace() hits a model entity in OBB mode, the tex_color vector is now set to the color of the texture pixel at the hit point. For this the texture must be a TGA image in 24 bit RGB or in 32 bit ARGB format.
A7 X When c_trace() hits a level block or a model entity in OBB mode, the predefined target_map pointer is set to the hit BMAP (the lightmap or the first entity skin), and the target_pos vector is set to the u,v coordinates of the hit point on the texture. This can be used to paint on the texture, add or remove shadows, or punch holes in targets with a gun.
What would this mean by adding or removing shadows to the texture surface? What would this mean for your supertrace plugin? Is your 2nd uv set and supertrace just made for A6?
no, you don't have to show the newton splash screen. you just have to credit newton but you don't have to use the splash screen for that. please see the newton license.
these new c_trace features (which i have suggested in the future forum a while ago) can't replace supertrace() yet since the returned model uv-coordinates always are of the first uv-set.
jcl said that future versions will also be able to return the coordinates of the second uv-set and then supertrace() won't be needed anymore for a7.
i don't think there are any plans to support loading a second model uv-set in a7 so my mesh plugin will stay necessary for that.
Re: use a second uv-set on your models
[Re: ventilator]
#131543 07/10/0702:2507/10/0702:25
Vent, you had mentioned a kind of admittedly clumsy but quick way this could be hacked together with the obj-splitter, so I can light my huge (several hundred model) levels all together.. how should I go about doing this? (Right now I am just taking a few essential pieces and doing it by hand, but it would be so awesome to have the splitter and this working in tandem, just imagine)