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With AGDB (.dae size 8.3MB) | With AGDB (.dae size 8.3MB) | ||
[[Image:AGDBAirport.jpg]] | |||
Without AGDB (.dae 3.3MB) | Without AGDB (.dae 3.3MB) | ||
[[Image:AKEVAirport.jpg]] | |||
[[User:EdT|EdT]] 22:13, 2 August 2008 (CEST) | [[User:EdT|EdT]] 22:13, 2 August 2008 (CEST) | ||
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geyser: Pathfinding works great in the arena. I went up the stairs, the AI followed. I jumped down and the AI came down the stairs. We need an OTA for this level :-) | geyser: Pathfinding works great in the arena. I went up the stairs, the AI followed. I jumped down and the AI came down the stairs. We need an OTA for this level :-) | ||
[[Image:Arenafun.jpg]] | |||
[[User:EdT|EdT]] 14:21, 8 November 2010 (UTC) | [[User:EdT|EdT]] 14:21, 8 November 2010 (UTC) | ||
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:It was the enthusiast in me that was commenting :-) I'll modify an OTA script to work in the arena, it should be fun. Now to see the advanced lighting techniques, will that require the modified Oni engine? [[User:EdT|EdT]] | :It was the enthusiast in me that was commenting :-) I'll modify an OTA script to work in the arena, it should be fun. Now to see the advanced lighting techniques, will that require the modified Oni engine? [[User:EdT|EdT]] | ||
::Not sure what you mean by "modified" Oni engine. Neo's Motoko? In the original engine, vertex shading is glitchy, and "my" lightmaps [ | ::Not sure what you mean by "modified" Oni engine. Neo's Motoko? In the original engine, vertex shading is glitchy, and "my" lightmaps [[:Image:Lightmap particle sorting issue 1.jpg|sorta work]] but [[:Image:Lightmap particle sorting issue 2.jpg|not quite]]. AFAIK, Neo's Motoko fixes vertex shading, but does not make "my" lightmaps work any better. So I guess the answer is: wait and see. I'm not sure how long though. [[User:Geyser|geyser]] 00:25, 9 November 2010 (UTC) | ||
Regarding the lightmaps, no flickering at 1024x768, but there is dithering. EdT | Regarding the lightmaps, no flickering at 1024x768, but there is dithering. EdT | ||
:I'll need an explanation of what you mean by "dithering", ideally a screenshot. There's not supposed to be any dithering for either flavor. The 4-bit version will have [[ | :I'll need an explanation of what you mean by "dithering", ideally a screenshot. There's not supposed to be any dithering for either flavor. The 4-bit version will have [[wp:Posterization|posterization]] a.k.a. [[wp:Colour banding|banding]]. Is that what you mean? In any case, try and get the 8-bit version to work (you must byte-swap the BGRA channels to ARGB, if I remember correctly). [[User:Geyser|geyser]] 22:05, 14 November 2010 (UTC) | ||
::Sorry, the correct term was banding :-) I will try swapping the channels, next time I have some free time. EdT | ::Sorry, the correct term was banding :-) I will try swapping the channels, next time I have some free time. EdT | ||
:::No hurry for the 8-bit version, the only difference about it should be the lack of banding. Apparently we've established that the Z-fighting (flickering) is gone. Now we probably need to have OniSplit consolidate the mesh automatically upon import (e.g., snap vertex coordinates to the nearest sixteenth-of-an-integer, or something like that), so that the polygons and their lightmapped duplicates coincide exactly. We also need to disable collision for the lightmapped mesh. I will try to consolidate the arena manually ASAP, and upload a flawless lightmapped version for you guys to use in videos etc. Tutorials will come later. [[User:Geyser|geyser]] 01:46, 15 November 2010 (UTC) | :::No hurry for the 8-bit version, the only difference about it should be the lack of banding. Apparently we've established that the Z-fighting (flickering) is gone. Now we probably need to have OniSplit consolidate the mesh automatically upon import (e.g., snap vertex coordinates to the nearest sixteenth-of-an-integer, or something like that), so that the polygons and their lightmapped duplicates coincide exactly. We also need to disable collision for the lightmapped mesh. I will try to consolidate the arena manually ASAP, and upload a flawless lightmapped version for you guys to use in videos etc. Tutorials will come later. [[User:Geyser|geyser]] 01:46, 15 November 2010 (UTC) | ||
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8-bit Lightmap Screenshot: | 8-bit Lightmap Screenshot: | ||
[[Image:8bit_LM.jpg]] | |||
4-bit Lightmap Screenshot: | 4-bit Lightmap Screenshot: | ||
[[Image:4bit_LM.jpg]] | |||
Both are at 1024x768 | Both are at 1024x768 | ||
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Here it is: | Here it is: | ||
[[Image:BGRAtest.jpg]] | |||
Note: The above channel swapping applies to the PPC version of Oni. We have tested RGBA8888 textures in the Intel Oni build and it behaves like the PC version. | Note: The above channel swapping applies to the PPC version of Oni. We have tested RGBA8888 textures in the Intel Oni build and it behaves like the PC version. | ||
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Your 8-bit lightmap level with the PC version of Konoko HD without any modifications. | Your 8-bit lightmap level with the PC version of Konoko HD without any modifications. | ||
[[Image:RGBA8888.jpg]] | |||
EdT | EdT | ||
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Here's the comparison screenshots: | Here's the comparison screenshots: | ||
[[Image:BGRA_PPC.jpg]] | |||
[[Image:BGRA_Intel.jpg]] | |||
---- | ---- | ||
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:#Good. Then, as far as lightmaps are concerned, I'll just forget about PPC, and let you handle the public outcry if any. | :#Good. Then, as far as lightmaps are concerned, I'll just forget about PPC, and let you handle the public outcry if any. | ||
::[[User:Geyser|geyser]] 01:15, 18 November 2010 (UTC) | ::[[User:Geyser|geyser]] 01:15, 18 November 2010 (UTC) | ||
[[Category:Obsolete AE mods]] | |||