Talk:New levels: Difference between revisions

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localized images
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With AGDB (.dae size 8.3MB)
With AGDB (.dae size 8.3MB)


http://edt.oni2.net/AE_Files/AGDBAirport.jpg
[[Image:AGDBAirport.jpg]]


Without AGDB (.dae 3.3MB)
Without AGDB (.dae 3.3MB)


http://edt.oni2.net/AE_Files/AKEVAirport.jpg
[[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 :-)


http://edt.oni2.net/images/arenafun.jpg
[[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 [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 [[wikipedia:posterization]] a.k.a. [[wikipedia: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)
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8-bit Lightmap Screenshot:
8-bit Lightmap Screenshot:


http://edt.oni2.net/images/8bit_LM.jpg
[[Image:8bit_LM.jpg]]


4-bit Lightmap Screenshot:
4-bit Lightmap Screenshot:


http://edt.oni2.net/images/4bit_LM.jpg
[[Image:4bit_LM.jpg]]


Both are at 1024x768
Both are at 1024x768
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Here it is:
Here it is:


http://edt.oni2.net/images/BGRAtest.jpg
[[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.


http://edt.oni2.net/images/RGBA8888.jpg
[[Image:RGBA8888.jpg]]


EdT
EdT
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Here's the comparison screenshots:
Here's the comparison screenshots:


http://edt.oni2.net/images/BGRA_PPC.jpg
[[Image:BGRA_PPC.jpg]]


http://edt.oni2.net/images/BGRA_Intel.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]]