Ambiera ForumDiscussions, Help and Support. |
|
[ 1 2 ] Page 2 of 2 |
|
|||||
|
wrote: @j9907 Sorry for delayed response, I didn't check CC forum for a few days :/ I had a Discord profile some time ago but I didn't really use it so I'll have to look for user/pass. If I can't find them I'll open another and send you id. Hopefully you are located somewhere in Europe or we'll have some interesting situations with +8/-8 hours differences :) haha I'm not in Europe. I'm in the US (Eastern Standard time-zone) |
||||
|
j9907, if you really need real time shadow which at the moment isn't possible with pointlight, would you mind settling for 1985's technology ? https://i.ytimg.com/vi/a-f8B0zqqW8/maxresdefault.jpg Fake Oval light shadows. Might not be viable based on your game idea. |
||||
|
wrote: j9907, if you really need real time shadow which at the moment isn't possible with pointlight, would you mind settling for 1985's technology ? https://i.ytimg.com/vi/a-f8B0zqqW8/maxresdefault.jpg Fake Oval light shadows. Might not be viable based on your game idea. I actually have shadows for my characters already. I'm using low-poly versions of the characters and I have a transparent texture applied to it. They share the same animations too. I had an addon written for me which allows the shadow / character's animations to be in sync. |
||||
|
I think....I think you just accidentally created something we all wanted.... |
||||
|
wrote: I think....I think you just accidentally created something we all wanted.... Haha. It's a technique which was used in the PS2 era (almost all the time actually). Here's a video (unlisted, of course - all of the project's videos are unlisted right now) The video's no longer up |
||||
|
I see what you did there....putting the cobbercube cube there ;p Similar to Blender users always putting the monkey in as an easter egg ;p |
||||
|
wrote: I see what you did there....putting the cobbercube cube there ;p Similar to Blender users always putting the monkey in as an easter egg ;p Haha that cube serves an actual purpose in that test level I made (for testing things out) : It has an "On proximity do something"behavior attached to it and when Sulley (the character) gets near it, it'll change his textures so he looks burnt. The game will have things which will zap or burn you a bit. His fur will disappear and he'll look burnt if you get hit by one. Just a touch I added myself. Anyways I removed the video link now |
||||
|
Not only is baking light maps in CopperCube very slow but its also not very accurate. Worse still, you cant have any normal bump maps along with any light mapping - you have to exclude all those higher detail normal maps...that sux big time... I just been playing around to see what looks the best - light mapping is ok once done but I still prefer lower number of dynamic point lights (max 4) and use everything as dynamic along with using normal textures. Computer screens can be highlighted as static and turning up the emissive lighting - looks like its on that way even in the dark - its not quite as good as individual colored point lights baked but overall dynamic is better IMO as mentioned. I know you can bake light maps in Blender into the existing textures so even better BUT takes a long time to setup and must be done for each area/texture - too much work IMO... |
[ 1 2 ] Page 2 of 2 |
|