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 Post subject: House
PostPosted: Thu Feb 02, 2006 3:25 am 
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Joined: Thu Feb 17, 2005 6:07 pm
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Location: Atlanta, GA
just playing around with a house i created the other day. is it possible to view object/vegetation shadows in the editor?

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Last edited by Mark on Thu Feb 02, 2006 5:04 am, edited 1 time in total.

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 Post subject:
PostPosted: Thu Feb 02, 2006 3:58 am 
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Location: Atlanta, GA
one more with brick and wood.

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 Post subject:
PostPosted: Thu Feb 02, 2006 10:52 am 
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Programmierdochfix
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Joined: Tue Apr 27, 2004 12:53 pm
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Location: Braunschweig
hi, looks really nice.

Dynamic shadows are not possible at this stage. But you can compute a static light map with (soft-) shadows from objects and trees and terrain self shadowing. (the computation takes a while but looks really good)


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 Post subject:
PostPosted: Thu Feb 02, 2006 2:44 pm 
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where is that option? i was looking last night (it's been a while).


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PostPosted: Thu Feb 02, 2006 2:48 pm 
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Programmierdochfix
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In 3D view mode you have a tool window "lighting". There you can switch from "dynamic" to "lightmap".
You have to create a new lightmap definition by pressing the "..." button. in the following dialog you can set light colour and direction for sun and/or moon. Leave the dialog and press the "(Re)compute" button. Select self shadowing and shadowing from trees and object. Press "OK" and go get some coffee ;)


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 Post subject:
PostPosted: Thu Feb 02, 2006 3:18 pm 
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great thanks. i also noticed there is no option to export grass locations, (which is understandable :)). you could maybe create a "grass map" of sorts in which you would spray different colors onto the map in 2D mode, and each color would represent a different grass/bush/etc. would that be logical?


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 Post subject:
PostPosted: Thu Feb 02, 2006 3:31 pm 
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Programmierdochfix
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Location: Braunschweig
Yes currently there is no grass export, because I don't know how they could ever be imported into some engine. What you propose is similar to the "texture splatting index map" exporter. This would surely work and is better than nothing :)

But there can be up to 4 different grass types within one square. So I have to use the 4 channels (RGBA) of a bitmap to store this information. Not very handy I think.

But I can add this.

By the way, the exporter interface has the capabilities to export grasses. So if you create your own exporter plugin, you have access to your grass modelling.


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 Post subject:
PostPosted: Thu Feb 02, 2006 6:52 pm 
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thanks Ralf. hopefully if i ever make it onto a team as a world builder, the coder will be able to create the exporter. i definately don't have enough coding knowledge for that lol.


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 Post subject:
PostPosted: Fri Feb 03, 2006 12:58 am 
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Joined: Thu Apr 07, 2005 12:57 am
Posts: 70
Location: Lake Wylie, SC
Really nice work Mark. I like it :)


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