User:Mai X: Difference between revisions

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Hi! I'm just a 17 years old girl from Russia. I'm new to Oni Community, but I really love this game! Currently I'm trying to explore GeySer's [[Lightmapping levels|lightmapping method]] with new software.
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!About me
Second ''Objective'' ^_^ of my work is to change level geometry a bit (but it is not random changing). I'm trying to re-create look&feel of PRE-Beta levels, but this project is just starting right now (and not really successfully). The only improvement (not counting Lightmaps) that stays in Work-In-Progress stage is Transparent Railings in TCTF HQ (as [[Pre-beta content#TCTF Regional Headquarters|here]], in '''"The Atrium"''' section). When I'll finish it, I'll upload the resulting images and compressed ZIP file with level to my [https://drive.google.com/drive/folders/15TFIcpFH-cSB6A9dLB2S67dlmKPQybPB?usp=sharing G-Drive].
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|style="text-align: center;"|https://konoko.oni2.net/cila_avatar.PNG
 
full version of avatar [http://konoko.oni2.net/%5BImages%5D/%5BSynergia%5D/%5BArts%5D/cila_art.PNG here]
== GeySer's Lightmapping method ==
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About GeySer's lightmapping method:
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Some links on his '[[Lightmapping levels|lightmap]]' page are dead. And files are lost forever. So there are some new links and features for lightmapping:
!General info
* [https://blenderartists.org/t/global-illumination-in-eevee-vs-cycles/1156594 Global Illumination in Cycles] (instead of original Radiosity) - this is new feature in Blender which uses emissive materials. We need it because Radiosity was removed from Blender since v2.50.
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* [https://youtu.be/_yczciMYv4Y Multi-Tile UV or UDIM UV tutorial] - UDIM UVs are used for applying '''multiple''' textures to '''one''' object with '''one''' UV channel. This technology can be used instead of Multi-Lighmapping script. That original Multi-Lightmapping script is gone.
|style="text-align: left;"| '''Nickname:''' Mai-X, Konoko
* [https://github.com/AsgerSuhr/UDIM_baking UDIM Baker addon] (also avaliable [https://drive.google.com/file/d/17KTfyu3kDGb5jbg5k2Gql_1RXyMySzoV/view?usp=sharing here], on my [https://drive.google.com/drive/folders/15TFIcpFH-cSB6A9dLB2S67dlmKPQybPB?usp=sharing G-Drive]) - This is an essential part of working with UDIMs. You cannot bake all UDIM tiles with regular '''Bake''' button in Blender. So this addon brings the ability to bake all UDIM tiles with just one click.
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|style="text-align: left;"| '''Real name:''' Cila <code>['saila]</code>
But the '''main''' issue with UDIM is still ''exist'': does OniSplit support UDIM and can COLLADA geometry with UDIM UVs be imported into Oni correctly?
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|style="text-align: left;"| '''Age:''' 18
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|style="text-align: left;"| '''Gender:''' Female
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|style="text-align: left;"| '''Orientation:''' Ficto
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!Biological info
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|style="text-align: left;"| '''Diseases:''' Epileptic seizures
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|style="text-align: left;"| '''Last time occurred:''' 21.11.2024
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!Personal info
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|style="text-align: left;"| '''Preferences:''' Acting, Music, 3D-modelling, Archiving data, Digitizing analog audio/video
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|style="text-align: left;"| '''Occupation:''' InterMediA Studio (voiceover actress, camera crew)
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|style="text-align: left;"| '''Love:''' [http://konoko.oni2.net/garbage/scaramouche.PNG Scaramouche] (from [https://genshin-impact.fandom.com/wiki/Scaramouche Genshin Impact])
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|style="text-align: left;"| '''Contact (e-mail):''' [mailto:maihasegawa17@gmail.com maihasegawa17@gmail.com]
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!Current Projects
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|style="text-align: left;"| '''Oni related:''' [http://konoko.oni2.net/%5bImages%5d/NG_Oni.png NG Graphics for Oni (see section below this table)]
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|style="text-align: left;"| '''Personal:''' NaN
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|style="text-align: left;"| '''Work:''' NaN
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'''IMPORTANT!!!''' Remember to set up '''''higher''''' number of samples in '''Render''' section for good-looking lightmaps. But baking these images will take ''really'' long time!
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'''Name:'''
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Okay... it's true, that my name is Cila... really... Reads as <code>['saila]</code> with a stress on first syllable...
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'''Epilepsy:'''
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Yeah... I have seizures... so, my main weakness is flashing light... And after our voiceovering session in InterMediA (at 17.12.2022) we had a "party"... with f**king strobes! Everyone were having fun... before my epileptic seizures occurred...
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Ah... it's complicated... excessive emotionality, depression, nightmares... all that are consequences of epilepsy...  whatever, seizures don't happen too frequently (usually when any conditions affect me), so I can live with them...
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== TCTF HQ Railings ==
 
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'''Archiving:'''
Yes... I'm still trying to do this. [https://drive.google.com/file/d/1RiNPURNjz5jjVK2GthJFFEnSNLB-Cvp4/view?usp=sharing Here] is the video that demonstrates Transparent Railings with new laser holders.
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== Some visual improvements ==
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[https://drive.google.com/file/d/1O7-_euRfRpHRky-07k1_MMBYqc0bedrO/view?usp=sharing Here] at 0:21 and 1:45 I can see some difference in character lighting. Directional light is much brighter than one that I have in Retail-version. And 'old' light has some different colors.<br>
1. '''''Brightness'''''. It can be easily fixed by typing smaller float values instead of the variable "''flat_lighting_amount''". It will ''affect'' ^_^ the '''ambient''' character lighting.<br>
2. '''''Colors'''''. For changing colors of Gouraud you'll need to change values of the "''light_DirectionalList[itr].color.'''*'''''" variables. '*' can be '''r''', '''g''' or '''b'''.
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Here are some screens of my work:
* [https://drive.google.com/file/d/1q5biaJxMfdNQii3dLqU-8EPrdO5HvOG3/view?usp=sharing 1], [https://drive.google.com/file/d/1lSRpcqu5zGm4GwiPZ82eHG_JSiHCgPIx/view?usp=sharing 2], [https://drive.google.com/file/d/1BkdaVRCi8hKRbJ-yQsFPmXXCuqUr-5Mz/view?usp=sharing 3] - these 3 screens also demonstrate successfully imported lightmaps (which were made with a help of GeySer).
* [https://drive.google.com/file/d/1gf6uG39cxmHTr3Mc7Ls_ZN9TryFu3Wjy/view?usp=sharing 4], [https://drive.google.com/file/d/1_fU0JoNk7OiOGqNcil6W4azKNy56wKww/view?usp=sharing 5] - these 2 screens show the main drawback of this lightmapping method: '''no''' colored lighting support. But the character lighting (Gouraud) looks <u>really</u> great ^_^!!!
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== Some explanations about my 3D-software ==
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Firstly, I'm using '''Avid|XSI 2015''' (a.k.a. ''Autodesk Softimage, Softimage|XSI'') for transfering 3D-models and geometry from OniSplit to other 3D-software.
The main reason of XSI usage is that OniSplit-exported COLLADA files are ''not'' fully compatible with Blender (all versions). Blender's Cycles renderer makes '''every''' material '''''black''''' during importing process. Eevee renderer does nearly the same thing but it makes all materials '''''white''''', so the ''Emission'' shader does not work neither in Cycles nor in Eevee. <u>But</u> only before the first 'save project' action. After opening the project again, all materials are normal in Cycles and Eevee.
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After re-exporting COLLADA from XSI, I import it to '''Blender v2.49'''. Yes, I'm still using this old version of Blender, because it has one very important (''for me'') feature, that newer versions do <u>''NOT''</u> have. It can divide geometry to meshes by materials. I need this feature, because I don't want light objects to be shaded or lighmapped as other regular objects.
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The third and the most important thing is Radiosity (as it was said on GeySer's '[[Lightmapping_levels#Radiosity|lightmapping levels]]' page). I do ''not'' use old Blender for Radiosity calculations, because it has some big limitations. I use '''Autodesk 3D Studio''' for Radiosity calculations, because its implementation of '''''Progressive Refinement Radiosity renderer''''' is much more ''flexible'' than Blender's. Originally, Progressive Refinement Radiosity renderer was introduced in '''''LightScape Visualization System (1995)''''' ([https://drive.google.com/file/d/152tyyIJ5UH6zftzMhGhf9SK51Xjw9d4G/view?usp=sharing here] is a demo of LightScape), but after some time LightScape VS became an Autodesk product and it was discountinued. All its Radiosity techniques were transfered to 3D Studio <u>VIZ</u> (later, to a <u>regular</u> 3D Studio), so for now '''3D Studio 2011''' is my choice ^_^.
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After calculating Radiosity solution, Rendering it To Texture and exporting all geometry to a COLLADA file, I import it into '''XSI''' (again 0_-). The explanation is simple: COLLADA from 3D Studio has some different implementation of <u>''tranparency''</u> parameter, so if I import 3D Studio's COLLADA directly to Oni, I'll get ''no'' visible object and evironment (only SkyBox ^_^). That's why Avid|XSI is my solution to ''everything''.
After exporting geometry from XSI, I can (finally) import it to Oni... <u>'''''Finally'''''</u> ;) !!!
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== My (and not only) 3D-models ==
Here is the list of Oni-ready 3D-models, that I have:
* Elevator Shaft - remodelled by GeySer from the film "Speed" (1994).
* Nissan Pathfinder R51 - remodelled by me from the "Sled" (russian detective TV-series, 2007-now).
* Volvo S60 R-2005 - modelled by me from my father's car.
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Not all links are available for now. I'm not sure, that I have any ability to share GeySer's "Elevator Shaft" 3D-model -_-. For now, <u>no</u> links are available.
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I have a private archiving system of 3 units in 3 independent places... I use it for my digitized copies of VHS/Beta/Video8/MiniDV videos, Compact Cassette audios and some old software (Lightscape, 3D Studio, BFW, MotionDV Studio, etc.)...
I've used it for storing diff... ah... whatever... forget what I said...
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'''Current project:'''
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For now I'm working on graphics update for Oni... It includes lighting system update, normal mapping support, pixel shaders (for camera filter effects), dynamic shadows and unlimited world space... This project is going too slow, because my seizures got worse, but I'll try to get this project done as fast as I can... For now, I've attached one screen-shot (link in the table)... Try to guess, how that graphical updates were implemented... I'll wait for any answers via e-mail or Discussions here...
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== High-Resolution Oni Pictures ==
I have Intel Core i5 6300U, 16GB of RAM and some free time, so I can upscale some EPS or SVG pictures from Oni archives in 10 or 20 times.<br>
All result images will be uploaded to my G-Drive in 7-Zip format with "Ultra" compression. 7-Zip will contain <u>uncompressed</u> TrueVision TGA images.<br>
[https://drive.google.com/file/d/1m8-Vq9Q37nV86EmjY9YaZi68tRLfa9cN/view?usp=sharing [Images<nowiki>]</nowiki>]
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Feel free to discuss any of sections (via "Discussion" page, Discord DMs or e-mail)...
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''Cila''
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17:26, 21 August 2021 (CEST)
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Konoko.
14:07, 21 November 2024 (UTC)


[[Category:Userspace]]
[[Category:Userspace]]

Latest revision as of 14:07, 21 November 2024

About me
cila_avatar.PNG

full version of avatar here

General info
Nickname: Mai-X, Konoko
Real name: Cila ['saila]
Age: 18
Gender: Female
Orientation: Ficto
Biological info
Diseases: Epileptic seizures
Last time occurred: 21.11.2024
Personal info
Preferences: Acting, Music, 3D-modelling, Archiving data, Digitizing analog audio/video
Occupation: InterMediA Studio (voiceover actress, camera crew)
Love: Scaramouche (from Genshin Impact)
Contact (e-mail): maihasegawa17@gmail.com
Current Projects
Oni related: NG Graphics for Oni (see section below this table)
Personal: NaN
Work: NaN


Name:
Okay... it's true, that my name is Cila... really... Reads as ['saila] with a stress on first syllable...


Epilepsy:
Yeah... I have seizures... so, my main weakness is flashing light... And after our voiceovering session in InterMediA (at 17.12.2022) we had a "party"... with f**king strobes! Everyone were having fun... before my epileptic seizures occurred...
Ah... it's complicated... excessive emotionality, depression, nightmares... all that are consequences of epilepsy... whatever, seizures don't happen too frequently (usually when any conditions affect me), so I can live with them...


Archiving:
I have a private archiving system of 3 units in 3 independent places... I use it for my digitized copies of VHS/Beta/Video8/MiniDV videos, Compact Cassette audios and some old software (Lightscape, 3D Studio, BFW, MotionDV Studio, etc.)... I've used it for storing diff... ah... whatever... forget what I said...


Current project:
For now I'm working on graphics update for Oni... It includes lighting system update, normal mapping support, pixel shaders (for camera filter effects), dynamic shadows and unlimited world space... This project is going too slow, because my seizures got worse, but I'll try to get this project done as fast as I can... For now, I've attached one screen-shot (link in the table)... Try to guess, how that graphical updates were implemented... I'll wait for any answers via e-mail or Discussions here...




Feel free to discuss any of sections (via "Discussion" page, Discord DMs or e-mail)...


Cila

14:07, 21 November 2024 (UTC)