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521 bytes added ,  27 April 2014
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standalone vs. baked in lightmaps
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m (standalone vs. baked in lightmaps)
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=====Shadow casting objects=====
=====Baked lightmaps=====
Advantage: this can give the level a more realistic impression.
A.k.a shadow maps.


Disadvantage: High amount of new textures needed.
A drawback of this method is the high amount of [[XML:BINA/TMBD|TXBD]] changes and new textures hence a lot of memory is needed.


How to create shadow maps:
How to create shadow maps:
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** can be used on a new overlying, transparent surface
** can be used on a new overlying, transparent surface


For other approaches see [[Lightmapping_levels|HERE]].
 
=====Standalone lightmaps=====
There are two meshes whereby the shadow effects get drawn in front of the regular level texture.
 
Compared to the "baked in lightmapping" method, this needs more polygons of course. Also it increases the amount of transparent polygons which is a problem with Oni's limited render ability for such textures. However, standalone lighmaps needs only a few new textures if used wisely.
 
Read on [[Lightmapping_levels|HERE]] for lightmap creation for this method.
 
[[Image:Oni_Lightmaps_double_polygon_method.jpg|center]]




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