OCT+Parallax mapping MOD

Announce new projects or updates of Irrlicht Engine related tools, games, and applications.
Also check the Wiki
afecelis
Admin
Posts: 3075
Joined: Sun Feb 22, 2004 10:44 pm
Location: Colombia
Contact:

Post by afecelis »

Cool! I'm glad it works. Now I'm the one who's having problems, it's looking for my textures but with a 001 at the end (i.e. brick.bmp.001) so I had to rename them all. Anybody knows why?

@omaremad: any code to try out for your parallax mapping? :wink:
Zar
Posts: 29
Joined: Mon Aug 07, 2006 4:46 pm
Location: Brazil

Post by Zar »

I think this happens when you replace a texture for one with the same name already loaded into blender UV map window.
afecelis
Admin
Posts: 3075
Joined: Sun Feb 22, 2004 10:44 pm
Location: Colombia
Contact:

Post by afecelis »

ahhh! yup! I thought so. It sounded a lot like blender renaming materials. Cool.

Zar, could you try Omaremad's parallax mapping mod? Could you post a screenshot of your success loading oct files? :wink:
afecelis
Admin
Posts: 3075
Joined: Sun Feb 22, 2004 10:44 pm
Location: Colombia
Contact:

Post by afecelis »

Hi guys, just made a quick test with color lights and:
Image
I got a question now; those black blotches that appear at the base of the stair wall and the triangle-shaped one that appears where the wall start to descend obey to what? Anybody knows? Should geometry be set to smooth or solid before exporting? Also, I'd like to know if anyone has gotten more noticeable results in the lightmapping by tweaking Fsrad's options; which options are you using? :wink: Thanks in advance.

@Omaremad: did you ever post your final fix to Oct not being able to read inside folders? I'd like to pass this info to Hybrid to see if it can get merged in to SVN :wink:
vermeer
Posts: 2017
Joined: Wed Jan 21, 2004 3:22 pm
Contact:

Post by vermeer »

I'd say darkening for normals if werent afraid of omarehead shouting me smoothing normals are evil XD

Probably...

maybe is in the mesh, initially.

Check double faces there.

Break the mesh in the edges frontier and see what happens....

check tooo near faces.

if there's an autosmooth value, check it be not so big number.

it maybe is loosing smoothing normals at conversions.

it maybe is adding new smoothing normals info.

maybe is something unrelated with all this.
Finally making games again!
http://www.konekogames.com
omaremad
Competition winner
Posts: 1027
Joined: Fri Jul 15, 2005 11:30 pm
Location: Cairo,Egypt

Post by omaremad »

it looks like artefacts from not having enough iterations, iterations are a tweaky thing so i cant say any value but i use from 10 - 30, more complex scenes need more.

I will cover all the fsrad setting in the video tutorial

I found this program (opensource called cam studio which is better than fraps so i might use it)

As for the 001 bug zar explained it nicely :)

to try parallax mapping you have to use my files until i release the patch(just rename you oct files as output.oct and pastem in my folder with your textures then run the exe)

for the folder and textures/ path feature i thought there is no point to edit it bc we can put the textures we want in a zip file anywhere in your HD and as long as that file is opened by irrlicht and the textures are in the parent dir of the zip file they will still be found.

@afcieles can i have the link to those vid tuts you made again, i cant find them, i rember you made a relo one and a bsp making one. I need to see how other approached video tuts so i can learn the best way to make one.

btw vermeer sorry about that agressive post in the other thread, i just like to spam :mrgreen:
afecelis
Admin
Posts: 3075
Joined: Sun Feb 22, 2004 10:44 pm
Location: Colombia
Contact:

Post by afecelis »

cool to hear you're up to doing some video tuts! :wink:

I deleted the Relo ones as Relo became an obsolete IDE and it was too tricky to get it to work with the VC toolkit 2003 (sometimes I wonder how we made it work! :shock: ), but the Gmax VT's are still here:
http://www.danielpatton.com/afecelis/video/

I think I used a capturing program those days that grabbed the videos too big so take into accoung when doing the tutorial to lower your screen res down if you're using full-screen capture and also double check the compression-codec options available. Good luck.

yup, the 001 was a blender thing that happened when moving the files from folders. They had lost their path but re-checking them fixes it. The only thing I don't like about Oct is having to put the oct and the textures next to the .exe. Hasn't this been fixed yet?

And thanks for the iterations tip. I'll look into it. ;)
omaremad
Competition winner
Posts: 1027
Joined: Fri Jul 15, 2005 11:30 pm
Location: Cairo,Egypt

Post by omaremad »

Ok i made a blender video tutorial that teaches the user from what a vertex is to using the blender UI,modelling,uving, then exporting and using fsrad.

it totalled about 26 minutes.

I realeased it on the IRC channel and i got allot of laughs lol, they complained that is sounded too tired when in them, and after listening to your gmax tutorial i just realised how lively people can be.
(may be i need caffiene, and a good pronouciation) :D

anyway i had allot of bugs in it so maybe i can use this fist attempt a learning experience for my self.

I`ll attempt it again next morining.
omaremad
Competition winner
Posts: 1027
Joined: Fri Jul 15, 2005 11:30 pm
Location: Cairo,Egypt

Post by omaremad »

Btw camera studio is the best out there i just found it, its opensource and can even do swfs and custom resolutions/panning record regions.
vermeer
Posts: 2017
Joined: Wed Jan 21, 2004 3:22 pm
Contact:

Post by vermeer »

no worries, I think I got messed with another nick...not yours...I dunno.

er...you meant camstudio?
That one is which I say is ok, but camtasia gives better perfomance in my experience. Anyway, camstudio also works, worked great for me at jobs, and is open source.

see? That's why I dont let my nice voice be heard in my vid tuts....some audience is not prepared for our excelence... ;)

Art is not allways understood by the masses....

:D
Finally making games again!
http://www.konekogames.com
Zar
Posts: 29
Joined: Mon Aug 07, 2006 4:46 pm
Location: Brazil

Post by Zar »

afecelis wrote:Zar, could you try Omaremad's parallax mapping mod? Could you post a screenshot of your success loading oct files? :wink:
afecelis, unfortunately I can't. First because I'm getting fall back materials with the mod (probably some hardware problem with my old GeForce MX4000) and second because my "success loading oct files" has no lightmap. I thought that was some FSRad tweaking issue, but I've made a lot of tests and every mesh loaded is displayed exactly the same way.

Here is what I've got

Image

I used two lamps placed in oposite sides. The FSRad actually process the lights, but the result is always like no lightmaps.

Mayday, mayday....my ship is sinking :shock:
omaremad wrote:Ok i made a blender video tutorial that teaches the user from what a vertex is to using the blender UI,modelling,uving, then exporting and using fsrad.
Sounds great! Thanks a lot for your effort. Hope to see it soon.
Last edited by Zar on Mon Sep 11, 2006 2:05 am, edited 1 time in total.
Murphy
Posts: 290
Joined: Mon Dec 13, 2004 12:06 am
Location: United States
Contact:

Post by Murphy »

Zar wrote:I used two lamps placed in oposite sides. The FSRad actually process the lights, but the result is always like no lightmaps.
No lightmaps meaning the lightmap images are all black?


BTW, 1.0.2 was the latest OCTTools release. Sorry that my site is down. It's been problematic and I haven't had time to do anything about it. My email isn't even working. You can grab my release from here if you want. I suggest using my build of FSRad instead of the original because it has at least one worthwhile bug fix and TGA export.
omaremad
Competition winner
Posts: 1027
Joined: Fri Jul 15, 2005 11:30 pm
Location: Cairo,Egypt

Post by omaremad »

geforce mx series doesnt suppourt shaders, its 100% DIRECTX 7 circuitry
Post Reply