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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 [http://geyser.oni2.net/TEMP/tower/lightmap.jpg sorta work] but [http://geyser.oni2.net/TEMP/tower/lightmap2.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)
::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 [[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)
: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)