Post your questions, suggestions and experiences regarding to Image manipulation, 3d modeling and level editing for the Irrlicht engine here.
Radikalizm
Posts: 1215 Joined: Tue Jan 09, 2007 7:03 pm
Location: Leuven, Belgium
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by Radikalizm » Sat Apr 02, 2011 9:13 am
serengeor wrote: ent1ty wrote: Because that one is the screen without antialiasing, lol.
I know its without AA...
I meant why is lighting suddenly cut off like that?
It looks like it's because of the ceiling geometry, that or there's something weird going on
ent1ty
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Posts: 1106 Joined: Sun Nov 08, 2009 11:09 am
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by ent1ty » Sat Apr 02, 2011 12:06 pm
Off course it's because of the geometry... that's why it's antialiased in the second screen... cos it's an edge... good lord
hybrid
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by hybrid » Sat Apr 02, 2011 1:11 pm
Then it's more like an Escher geometry?! Because it would be only possible if the lights are covered by the walls somehow. But that would require a lower and lower ceiling in each step.
ent1ty
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by ent1ty » Sat Apr 02, 2011 1:35 pm
Does this screen make it all clearer to you?
It has the improved bloom btw.
If you still don't understand, get Coppercube and generate a mesh from a 2D map, set ceiling type to arched and look at it from all possible angles.
serengeor
Posts: 1712 Joined: Tue Jan 13, 2009 7:34 pm
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by serengeor » Sat Apr 02, 2011 3:23 pm
It does now, I taught the ceiling was flat
Working on game:
Marrbles (Currently stopped).
ent1ty
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by ent1ty » Sat Apr 02, 2011 3:28 pm
Who did you teach that the ceiling is flat anyway? You might like to tell them how it really was.
hybrid
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by hybrid » Sat Apr 02, 2011 4:28 pm
If you really want to make jokes on wrong spelling you should try to keep your sentence correct...
Anyway, yes, it makes more sense now. It was simply quite disturbing from the angle used for the previous shot.
ent1ty
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by ent1ty » Mon Apr 04, 2011 7:16 pm
Ok i think i got it
ChaiRuiPeng
Posts: 363 Joined: Thu Dec 16, 2010 8:50 pm
Location: Somewhere in the clouds.. drinking pink lemonade and sunshine..
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by ChaiRuiPeng » Mon Apr 04, 2011 7:24 pm
nice who made that model?
i like the style of the creature texture.
ent1ty wrote:
success is a matter of concentration and desire
Butler Lampson wrote: all problems in Computer Science can be solved by another level of indirection
at a cost measure in computer resources
ent1ty
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Posts: 1106 Joined: Sun Nov 08, 2009 11:09 am
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by ent1ty » Mon Apr 04, 2011 7:31 pm
omaremad
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Posts: 1027 Joined: Fri Jul 15, 2005 11:30 pm
Location: Cairo,Egypt
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by omaremad » Sun Apr 10, 2011 8:23 pm
"Irrlicht is obese"
If you want modern rendering techniques learn how to make them or go to the engine next door =p
omaremad
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Posts: 1027 Joined: Fri Jul 15, 2005 11:30 pm
Location: Cairo,Egypt
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by omaremad » Sun Apr 10, 2011 8:47 pm
"Irrlicht is obese"
If you want modern rendering techniques learn how to make them or go to the engine next door =p
Innesoft
Posts: 40 Joined: Thu Mar 10, 2011 3:56 pm
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by Innesoft » Sun Apr 10, 2011 10:22 pm
deepMesh 3D modeler, currently in early beta (made with Irrlicht)
Here is Barney from half-life, just testing the SMD importer/animation..
ent1ty
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by ent1ty » Mon Apr 11, 2011 6:49 pm
I hope you didn't have much trouble copy-pasting what i wrote.