Our models in Irrlicht / IrrEdit
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Our models in Irrlicht / IrrEdit
Hi,
we launched a new model pack and like last time I rendered them in Irrlicht again. I found out that the b3d format works best if models have several textures applied.
This is a screenshot directly from IrrEdit.
More details can be found at http://www.dexsoft-games.com
Regards,
Frank
we launched a new model pack and like last time I rendered them in Irrlicht again. I found out that the b3d format works best if models have several textures applied.
This is a screenshot directly from IrrEdit.
More details can be found at http://www.dexsoft-games.com
Regards,
Frank
Models, Textures and Games from Dexsoft-Multimedia http://www.dexsoft-games.com
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- Joined: Tue Oct 23, 2007 2:41 pm
I see, but then you get into trouble with tiling textures sacrificing details.
All the indoor renderers like BSP can render with several textures per level so it must be manageable in real-time 3d.
All the indoor renderers like BSP can render with several textures per level so it must be manageable in real-time 3d.
Models, Textures and Games from Dexsoft-Multimedia http://www.dexsoft-games.com
wow, looks pretty. does the model has normal map(s) applied on it? coz' i saw normal maps in the screen you posted.
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Normal Maps
Virion:
Yes, all models have diffuse, spec, height and normal maps. But to be honest: I did not manage to activate them in IrrEdit. So this picture shows only static shadows.
For a real-time game some normal maps could look good in close distance. But if you are a bit away from a model then this is not needed. So it would be ideal to have LOD versions of your materials to render an entire city. Because of this we have made LOD versions of the models for every house. The goal was to make cities like you can find in Assassins Creed and other games.
Yes, all models have diffuse, spec, height and normal maps. But to be honest: I did not manage to activate them in IrrEdit. So this picture shows only static shadows.
For a real-time game some normal maps could look good in close distance. But if you are a bit away from a model then this is not needed. So it would be ideal to have LOD versions of your materials to render an entire city. Because of this we have made LOD versions of the models for every house. The goal was to make cities like you can find in Assassins Creed and other games.
Models, Textures and Games from Dexsoft-Multimedia http://www.dexsoft-games.com
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The common way to do it is to stick all of you're textures onto a single large "pallete" texture specific to a single environment, and use different sections of this single image on different parts of the mesh by offsetting the texture coordinates. Offcourse, this makes it *blows nose* impossible to tile a single section of the big texture without using some special technique or hack, so maybe have seperate textures for the ones that are for tiling and keep all the single-use textures together *sneeze* in one big image.Frank_Geppert wrote:I see, but then you get into trouble with tiling textures sacrificing details.
All the indoor renderers like BSP can render with several textures per level so it must be manageable in real-time 3d.
*Takes some Panadol (c)*
The reason why this is so important is that switching textures is one of the biggest state changes you can do in graphics hardware, and also because every different section of the mesh that has a seperate material requires an additional draw call.
Cheers
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