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Light Editor
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monkeyface
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 PostPosted: Tue May 12, 2009 6:27 am    Post subject: Reply with quote Back to top

Amazing, that's really atmospheric. Love it. The ultimate solution would be light brush, light generation (this would probably qualify, although not very sofisticated since you can't make objects cast shadows) and vertex cutter so that you could make lighting that doesn't have to follow the original geometry. Obviously I don't ask for all those tools, that'd be unrealistic, I could just as well ask for a custom created Hammer program to handle Goldeneye maps, I'm just throwing out ideas.
 
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TimEh
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 PostPosted: Tue May 12, 2009 8:11 am    Post subject: Reply with quote Back to top

the casting shadows is in the works, messin around with it now. as far as cutting polys well.. it would be a sweet feature, but it would create a bloated map file. im not sure the limit of polys the game can render before crashing or slowing to a crawl. Well im sure theres away to slice then merg existing polys to reduce size but... one step at a time.

and those are the reasons Wreck im using XSI not hammer. From what i can remember hammer will create a quad for every texture to be looped(inno if that makes sence). plus it loves to divide polys in other situations to aid the Halflife engine but it hurts GE. But ive been using Hammer way longer than XSI(when it was called worldcraft) and im more comfortable with it and can build things 100x faster. so i think next time around ill start with hammer then optimize with XSI.
 
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Wreck
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 PostPosted: Tue May 12, 2009 11:58 am    Post subject: Reply with quote Back to top

Ah, I had figured you must be using something other than Hammer. It looked like you had much better control over where the tris were located, allowing far more realistic lighting. Hammer creates far too many triangles, both taking up too much memory, and also making lighting it far more painful and less controllable. I may have to check out this XSI sometime. And as you say, you could even import a map made in Hammer and optimize it. This could be a good way to go.
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TimEh
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 PostPosted: Thu May 14, 2009 2:48 pm    Post subject: Reply with quote Back to top

k i started writing what shouldve been a quick opengl demo of how the lights should work. But im haven troubles with the ray trace so im giving up for the day and gonna put up here incase any one wants a go at it. Source/exehttp://download768.mediafire.com/tztd2dtjzufg/i2jmfgnk2ji/GEVertexLight.rar The exe in the main folder only does the backface cull but no raytrace.

arrows: rotate model
wasd: move light
- + : light size (the ones beside backspace)

so the way i was looking at it, for the light to work properly there needs to be 3 checks. 1 distance. 2 backfaceremoval (since a vertex on an edge could still be seen from a light source but faceing the other way) 3 visiblity

1 is already implemented in the GEeditor

2 is simple to find. get the vector from the light to a point on the triangle. get the normal of the tri. If the dot product of the vector/normal is > 0 then is facing the wrong way.

3 Well this explains it best. http://softsurfer.com/Archive/algorithm_0105/algorithm_0105.htm this also contains some sample code that i used. Its seems to check if the line were infinite, where would it intersect. So to check if its facing the right way im guessing just see if the vector of Light to Vertex is the same direction as the vector from Light to intersept point. If its the right direction then check if the distance from the Light to Vertex is longer than from the Light to intercept, showing that the intersept is some where between the light and vertex being checked.

Thats my take on it all. but i could be completly wrong with the raytrace stuff since when i try to make it work it gives me unwanted results. Probaly some small error somewhere. Well the info is there if anyone else with more 3d math experience wants to make it work. imma try again tommorow with some fresh eyes.

ps: code is beyond super sloppy and inifecient. wasnt planning on showin incomplete source and threw it together as fast as possible using a nehe tut as a base. meh
 
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SubDrag
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 PostPosted: Thu May 14, 2009 4:05 pm    Post subject: Reply with quote Back to top

Cool demo, but doesn't my editor already do mostlywhat that does (but with dark/lights)? I know I also do the backface, but I don't think that normally is an issue? Also, I use DirectX 9.0c
 
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TimEh
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 PostPosted: Thu May 14, 2009 4:27 pm    Post subject: Reply with quote Back to top

yours dose the checkin of distance but not the backface cull.



but the back face culling is pointless without the raytrace cull because as you can see, the light still goes past the pillar on the floor.

and the difference in graphic api's will not break the light code since it is sepperate from opengl(well sort of. it uses my own light not opengl's)
 
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TimEh
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 PostPosted: Thu May 14, 2009 4:37 pm    Post subject: Reply with quote Back to top

sorry kinda misread that. well its not an issue not doing the backfaces.its actually nice if you want to set the ambiant lighting for a level or start from scratch to black. eg range 100000 colour0,0,0,0,0,0,....blablabla

what is there now works. and works well. all im saying is that there are many possibilities for enhancement. like the blending of lights, this shadowing im trying, even non omni-derctional lights like spotlights

those things could be toggled like the merge option you were thinking.
merge ; collide ; ect...
 
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SubDrag
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 PostPosted: Thu May 14, 2009 4:53 pm    Post subject: Reply with quote Back to top

Yeah I see what you're saying. Didn't even think of the backside culling till you made your post. If I ever get free time, I might try and do some fun things with lighting, but I think what's there will suffice for immediate need.
 
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monkeyface
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 PostPosted: Sun May 17, 2009 8:37 am    Post subject: Reply with quote Back to top

Saw this before, but didn't reply. It's really cool, especially since I can't understand any of it. Would it be hard to include?
 
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SubDrag
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 PostPosted: Sun May 17, 2009 10:00 am    Post subject: Reply with quote Back to top

It's implemented, just not the backface part which isn't so so important. Right click in room positions and Set Light Source.
 
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