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(→Lost assets: lightmap Z-fighting fixed, please test) |
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:Update. As of 14:00, 8 November 2010 (UTC), [http://geyser.oni2.net/edition/levels/arena/arena_level7_Final.zip THIS] flavor has invisiwalls around the bottom of the stairs. Pathfinding grids may still need to be tweaked in a few ways, but the most critical flaw right now is the small height of the BNVs. It will be increased in the next release. | :Update. As of 14:00, 8 November 2010 (UTC), [http://geyser.oni2.net/edition/levels/arena/arena_level7_Final.zip THIS] flavor has invisiwalls around the bottom of the stairs. Pathfinding grids may still need to be tweaked in a few ways, but the most critical flaw right now is the small height of the BNVs. It will be increased in the next release. | ||
:Update. As of 22:41, 9 November 2010 (UTC), [http://geyser.oni2.net/edition/levels/arena/arena_level7_Final.zip THIS] flavor has essentially flawless pathfinding. No known issues apart from the modded ninjas, whose pelvis may exit the BNVs while they're dodging, resulting in an invalid waypoint for the AI. Lightmapping next, and maybe some other nicicles as well ^_^ | :Update. As of 22:41, 9 November 2010 (UTC), [http://geyser.oni2.net/edition/levels/arena/arena_level7_Final.zip THIS] flavor has essentially flawless pathfinding. No known issues apart from the modded ninjas, whose pelvis may exit the BNVs while they're dodging, resulting in an invalid waypoint for the AI. Lightmapping next, and maybe some other nicicles as well ^_^ | ||
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:Update. As of 13:22, 13 November 2010 (UTC), there is a coarsely lightmapped version of the latter flavor, [http://geyser.oni2.net/edition/levels/arena/arena_level7_LightMap.zip HERE]. There seems to be a lot of Z-fighting (unlike in the column test level [http://geyser.oni2.net/edition/levels/arena/level5_Pillar.zip HERE]) and the reason for this problem is unclear (maybe the size of the quads and general complexity of the scene - probably a hardware-dependent issue). This issue can (and probably will) be resolved by a modified Motoko, which would render lightmaps as an actual shader and not as a hackish transparent overlay. It is not clear if the Z-fighting can be avoided by other means (reducing the resolution of the lightmaps, perhaps?). | :Update. As of 13:22, 13 November 2010 (UTC), there is a coarsely lightmapped version of the latter flavor, [http://geyser.oni2.net/edition/levels/arena/arena_level7_LightMap.zip HERE]. There seems to be a lot of Z-fighting (unlike in the column test level [http://geyser.oni2.net/edition/levels/arena/level5_Pillar.zip HERE]) and the reason for this problem is unclear (maybe the size of the quads and general complexity of the scene - probably a hardware-dependent issue). This issue can (and probably will) be resolved by a modified Motoko, which would render lightmaps as an actual shader and not as a hackish transparent overlay. It is not clear if the Z-fighting can be avoided by other means (reducing the resolution of the lightmaps, perhaps?). | ||
:*The resolution of the light maps is 1 pixel per world unit (10 cm) in this release, but it should probably be lowered to 1 pixel for 2 or 4 world units. This will look nice only if there is a lot of blur applied to the light maps, and ''that'' will only work if the depth of the lightmaps is at least 8 bits. | :*The resolution of the light maps is 1 pixel per world unit (10 cm) in this release, but it should probably be lowered to 1 pixel for 2 or 4 world units. This will look nice only if there is a lot of blur applied to the light maps, and ''that'' will only work if the depth of the lightmaps is at least 8 bits. | ||
:*The depth of the light map in this release is 4 bits, not 8 - to reduce file size, and also because there is no general support for BGRA8888 at this point. The consequence of the small color depth is that the shadows are "cartoony", which actually looks quite interesting. | :*The depth of the light map in this release is 4 bits, not 8 - to reduce file size, and also because there is no general support for BGRA8888 at this point. The consequence of the small color depth is that the shadows are "cartoony", which actually looks quite interesting. | ||
:*There are other issues, such as the "seams" between the lightmaps along the diagonals of the level - this can be fixed by welding the quarters together. On the whole, "radiosity -> lightmaps" has a nice workflow (no "grunt work"), but it still requires some tweaking. | :*There are other issues, such as the "seams" between the lightmaps along the diagonals of the level - this can be fixed by welding the quarters together. On the whole, "radiosity -> lightmaps" has a nice workflow (no "grunt work"), but it still requires some tweaking. | ||
:*Another obvious glitch is that the lightmapped quads have collision and have priority over the actual environment, hence footsteps will have Default impact effects -- this is easily fixed, and not as much of an issue as the Z-fighting. | :*Another obvious glitch is that the lightmapped quads have collision and have priority over the actual environment, hence footsteps will have Default impact effects -- this is easily fixed, and not as much of an issue as the Z-fighting.--> | ||
:Update. As of 19:09, 14 November 2010 (UTC), there is a minimal version of the arena (main hull only, no pathfinding). The purpose is to confirm whether hackish lightmaps can be made to work. There are 2 flavors, [http://geyser.oni2.net/edition/levels/arena/LightMapTest4bit.zip four-bit lightmaps] and [http://geyser.oni2.net/edition/levels/arena/LightMapTest8bit.zip eight-bit lightmaps]. The latter may not work for you, depending on how your engine handles type-7 textures (BGRA8888). Supposedly the Z-fighting (flickering) was eliminated (by fixing up vertex coordinates), so please report whether you see any. | |||