User:Mai X
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 method with new software.
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 here, in "The Atrium" section). When I'll finish it, I'll upload the resulting images and compressed ZIP file with level to my G-Drive.
GeySer's Lightmapping method
About GeySer's lightmapping method:
Some links on his 'lightmap' page are dead. And files are lost forever. So there are some new links and features for lightmapping:
- 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.
- 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.
- UDIM Baker addon (also avaliable here, on my 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.
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?
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!
TCTF HQ Railings
Yes... I'm still trying to do this. Here is the video that demonstrates Transparent Railings with new laser holders.
Some visual improvements
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.
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.
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.
Here are some screens of my work:
- 1, 2, 3 - these 3 screens also demonstrate successfully imported lightmaps (which were made with a help of GeySer).
- 4, 5 - these 2 screens show the main drawback of this lightmapping method: no colored lighting support. But the character lighting (Gouraud) looks really great ^_^!!!
23:53, 12 June 2021 (CEST)
Konoko.