Posted: Thu Oct 06, 2005 6:33 pm
yay!
Official forum of the Irrlicht Engine
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That'd be great!vermeer wrote:Ok, time for me to do a test level geometry of more complexity , and even more, building the mesh in the way would be surely more usual for artists in most packages... Would you be interested in it? probably better than the test level I did for mim/oct stuff, but nothing AAA , as I have just now though of banging some quick stuff between now and tomorrow so u can end up having it for part of the weekend if you wish...
Thanks.puh wrote:Cool, Murphy!
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Very impressed with your work so far!
I don't think that's a problem, but if it is, I guess that'll be some motivation to release a newer MIM loader -- the current version of the code is no longer bound to just one vertex type.Maybe those vertices with 2 UV-s are not supported to have alpha in Irr?
That'd be good. yet I'd concentrate in the core thing of the lightmapper, and that other for later moment...dunno...you'r the coderI'm considering making a DLL interface for lighting solutions so that the app can serve as sort of a generic lightmapping framework...
it'd take care of loading the geometry, creating UVs, saving the results, etc. And then a plugin would do the actual light calculations, so one could swap in and out various methods. Just a thought, since there are a LOT of ways to do lighting and all the rest is really just yucky gruntwork.
Yup, I don't need the UVs or any texturing. Just the geometry.
cool, is my favourite static mesh formatAs for formats... well, OBJ is certainly good (that's all my lightmapper reads at the moment). If you wanted to include an OBJ along with whatever else, that'd be good.
fabulous...Ok, i guess you can kill the rendering of that helper geometry later on..fact is...well, doing in blender, I must force that geometry not project shadows or oclude other light sources itself..I think is doable in blender (it is very easy in Max or gmax...) ?As for lighting... hmm... yeah, that might be good. Just put that in whatever format you want. Also, if you felt like it, you could create a seperate OBJ with some "surface lights" in case I do some testing with light emitting surfaces
light color will not be supported, then, or just in this stage ?i think fsrad based on emitting materials, so color of light was based onmaterial color, in teh un modified fsrad version.(you later on supported light color feature of blender)Just the geometry is fine for those... color won't really make any sense anyway.
BSP style? That is, no single sided faces, or isolated vertices I suppose. Curious, is the standard export of Wings, due to its internal winged edge structure, it can't output bad geometry in that sense...Only if you use "hole material" and export for example as obj. It simply deletes in export anything with hole material.You can achieve any mesh with wings, indeed, against what some may think.s for quads or triangles... my current code should support arbitrary convex polygons
No issue. Every modeler have a triangulate option, and some even can only work with trisbut I haven't tested this since my test models are all triangles
easy thingIf possible, send me a quad version and then a triangulated version
Yeah. My first version is going to be sort FSRad-ish in that it won't have much of a user interface for doing setups. But, yeah, ideally it'd really be done in the tool or with a program written just for it, since the lighting calculations will be specific to my program and it'd be nice to do a preview and have settings that make sense.Imho ideal would be to position lights and its setting in your tool.
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That way you'd have full control of settings like...color...falloff (maybe inner and outer) , spotcone angle, who knows...
Indeed, if someone working on a visual editor wanted to include adding explicit support for my lightmapper down the road, I'd be very interested. When and if I get it to the point that it'd be worthwhile for anyone.now that I think...
maybe join forces with the allways-gentle EtCaptor, and just do a plugin to produce lightmaps from there...
Oh, color will definitely be supported.light color will not be supported, then, or just in this stage ?i think fsrad based on emitting materials, so color of light was based onmaterial color, in teh un modified fsrad version.(you later on supported light color feature of blender)
Yup, pretty much. Three or more vertices is okay, as long as they're coplanar and convex, which is pretty standard. Eventually, I'll write the code to split concave polys into multiple convex ones, but I haven't yet.BSP style? That is, no single sided faces, or isolated vertices I suppose.