Murphy's Irrlicht Mesh file format
thnx for the linux interest and research; although I'm not a 100% linux user I'm finding it more and more useful everyday so any improvement on that side is really appreciated. And since you already got your stuff working with Blender (100% free) the best thing would be to find another 100% free alternative to Fsrad. No chains man!!! 
Last edited by afecelis on Sun Feb 13, 2005 2:11 pm, edited 1 time in total.
I don't think there really are many free alternatives to FSRad.afecelis wrote:the best thing would be to find another 100% free alternative to Fsrad. No chains man!!!
But FSRad itself works pretty much fine in Linux, I'd say... it's just not as smooth as in Windows. And doing a proper Linux port wouldn't be that hard.
then, as is now...Fsrad is at least functional in linux?
much more than i expected...that makes the solution totally "global"
u mean it just dont use all the cpu power...if means only a bit of more waiting or lowering fsrad values, no biggy.
i'm playing a lot with fsrad and your tools and will post screenies soon, i hope..i'm just busy with some other non-3d probs this weekend (besides my hand disadvantage)
but peeps...his tools...totally rock, truely, are gonna provide a definite workflow for artist, I'm helping him with tests in the artist side, though everything is so polished already.
u mean it just dont use all the cpu power...if means only a bit of more waiting or lowering fsrad values, no biggy.
i'm playing a lot with fsrad and your tools and will post screenies soon, i hope..i'm just busy with some other non-3d probs this weekend (besides my hand disadvantage)
but peeps...his tools...totally rock, truely, are gonna provide a definite workflow for artist, I'm helping him with tests in the artist side, though everything is so polished already.
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
The version I released doesn't run at all, but I have a slightly tweaked version that does.vermeer wrote:then, as is now...Fsrad is at least functional in linux?much more than i expected...that makes the solution totally "global"
u mean it just dont use all the cpu power...if means only a bit of more waiting or lowering fsrad values, no biggy.
I haven't been able to test if it's slower (my Linux box isn't nearly as fast as this one), but it seemed reasonable. It shouldn't really be much slower at all.
By "smoother", I just meant that the user interface is sort of screwy in Linux under the latest version of WINE. Usable, but screwy.
Wow, thanks for the praise (and the help testing, of course). I'm glad you're liking them.but peeps...his tools...totally rock, truely, are gonna provide a definite workflow for artist, I'm helping him with tests in the artist side, though everything is so polished already.
I'll probably release a slightly tweaked version of OCTTools sometime next week incorporating Vermeer's feedback and a bit of my own experimentation. And I'll throw in the new build of FSRad which will work in Linux.
I'm also maybe half way through rewriting the MIM loader as an external loader. Hopefully I'll finally finish that up and release the MIM stuff in the next few days too.
After next week, I may not have any time to contribute for a while.
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nitroman
nitroman wrote:Great work! I'm glad to see your updates![]()
Ah, the light emitting plane that doesn't actually make it into the final mesh? Yeah, I'd thought about it and I think we discussed it a bit in this thread somewhere. It's probably possible by assigning special materials to surfaces in Blender. How easy or hard it is kind of depends on FSRad, I think. It's a possibility, but I haven't gotten to experimenting with it yet. I'm not sure where the best place to actually remove the geometry is, for example.BTW, did you think about the way to "emulate" sunlight with FSRad? Would it be possible.
Another possible way of getting a sun is by placing a really strong light really far away (sort of like the sun, in fact
total success...!
it's freaking cool.
multiple lights, lightspeed setup in blender, back and force testing to make changes on lights position colors...and what is more...while seems reduce the gi quality hugely, the limit iterations allows a several seconds fsrad rendering ...i did put as 60 iterations...3 coloured like, i'm starting to enjoy it...XD
i'll put now screenies...possibilities are endless, no limit, alll free... and seems doable in linux and win...have a way to test in ogl and dx8 rendering an kickass in both ways....
it's freaking cool.
multiple lights, lightspeed setup in blender, back and force testing to make changes on lights position colors...and what is more...while seems reduce the gi quality hugely, the limit iterations allows a several seconds fsrad rendering ...i did put as 60 iterations...3 coloured like, i'm starting to enjoy it...XD
i'll put now screenies...possibilities are endless, no limit, alll free... and seems doable in linux and win...have a way to test in ogl and dx8 rendering an kickass in both ways....
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
yup, sunlight= veeery distant light from scene. luckily, that in 3d is possible.
i understand murphy means a big as scenery plane, with a material that emits lights.ptobably a point light very distant an strong, coul do.
i understand murphy means a big as scenery plane, with a material that emits lights.ptobably a point light very distant an strong, coul do.
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
remember to get back your monitors from full brightness and contrast,as this is a "bit dark" screen...i'm just testing that's why..
this is limiting to 100 iterations, and with terrible settings , yet so, look how in a few seconds it gives me a ver accurate idea on what i want, this one is ogl rendering with irrllicht dll.
i know there are artist errors there (plus my teerrible quick uv mapping) , just imagine it well done and propper several minutes render....
http://img227.exs.cx/img227/9550/10xk.png
oh, and thanks to the great,great image hosting of Imageshack:

this is limiting to 100 iterations, and with terrible settings , yet so, look how in a few seconds it gives me a ver accurate idea on what i want, this one is ogl rendering with irrllicht dll.
i know there are artist errors there (plus my teerrible quick uv mapping) , just imagine it well done and propper several minutes render....
http://img227.exs.cx/img227/9550/10xk.png
oh, and thanks to the great,great image hosting of Imageshack:

Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
nother screenie...remember to put the bright and contrast of the screen monitor at 200%...and then back to 12%....
http://img212.exs.cx/img212/7851/23xm.png
another...
http://img106.exs.cx/img106/4017/30ef.png
http://img212.exs.cx/img212/7851/23xm.png
another...
http://img106.exs.cx/img106/4017/30ef.png
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
I like the way the green light from the tunnel is cast on the wall with the sconce in this one.vermeer wrote:http://img106.exs.cx/img106/4017/30ef.png
Vermeer has been a great help with tracking down some little problems... a problem with OCT2OBJ (and all the MIM tools) that occurs in some countries (Germany, for example), a problem with the lighting color in the Irrlicht OCT loader, and hopefully I'll fix up a problem with the Blender exporter later so that you don't have to apply all your transformations before exporting. So an OCTTools 1.0.1 should appear in the next couple days...
lol, i needed to search the word sconce in google...I see..is what i badly called "torch"...Murphy wrote:I like the way the green light from the tunnel is cast on the wall with the sconce in this one.vermeer wrote:http://img106.exs.cx/img106/4017/30ef.png
"Vermeer has been a great help with tracking down some little problems... a "
been a pleasure!
doing more tests...
in the meantime, i'm learning fsrad handling a lot better...
i'll post tips once all is over...
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
the tools are now even better...
screenies done with all the new set....

(large png of 300ks each, very dark screens, demand a total rise of monitor brightness..but worth it to see o fwhat is capable this...OH, is only 1000 iterations , and al lowered. wanted to keep in the "just a cofee" time frame...)
http://img160.exs.cx/img160/1461/45ti.png
http://img215.exs.cx/img215/9017/51lr.png
http://img215.exs.cx/img215/7766/61xs.png
http://img215.exs.cx/img215/8315/75xo.png
screenies done with all the new set....
(large png of 300ks each, very dark screens, demand a total rise of monitor brightness..but worth it to see o fwhat is capable this...OH, is only 1000 iterations , and al lowered. wanted to keep in the "just a cofee" time frame...)
http://img160.exs.cx/img160/1461/45ti.png
http://img215.exs.cx/img215/9017/51lr.png
http://img215.exs.cx/img215/7766/61xs.png
http://img215.exs.cx/img215/8315/75xo.png
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com