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Lighting & Shadows, other stuff

 
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K-Zodron
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Joined: 26 Apr 2007
Posts: 14
Location: Sweden

PostPosted: Mon Sep 28, 2009 6:44 am    Post subject: Lighting & Shadows, other stuff Reply with quote

Oi Dan,

Been years since I last wasted your time with boring questions. It's time to get into 3D again and what is better than asking someone else instead of doing your own research. Twisted Evil

These are all about Urban Empires.


  • How does your lighting work? Do you still use lightmaps or some other magic? How do your lightmaps work? Isn't that ancient technology by now?
  • How do the shadows work? Shadowmaps? Magic in the lightmaps you possibly use?
  • Do you know any good places to get free models / textures for testing from?


Answers are greatly unappreciated.
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rappen
Mini-Me


Joined: 22 Apr 2007
Posts: 6633
Location: Spijkenisse, Netherlands

PostPosted: Tue Sep 29, 2009 10:58 am    Post subject: Re: Lighting & Shadows, other stuff Reply with quote

K-Zodron wrote:
Oi Dan,

Been years since I last wasted your time with boring questions. It's time to get into 3D again and what is better than asking someone else instead of doing your own research. Twisted Evil

These are all about Urban Empires.


  • How does your lighting work? Do you still use lightmaps or some other magic? How do your lightmaps work? Isn't that ancient technology by now?
  • How do the shadows work? Shadowmaps? Magic in the lightmaps you possibly use?
  • Do you know any good places to get free models / textures for testing from?


Answers are greatly unappreciated.


1. i use a lamp
2. i put something in front of the map
3.free models for testing? you first have to give them cocaine.
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dgreen
The One


Joined: 24 Sep 2005
Posts: 6811
Location: Raleigh, NC

PostPosted: Tue Sep 29, 2009 5:33 pm    Post subject: Re: Lighting & Shadows, other stuff Reply with quote

K-Zodron wrote:
Oi Dan,

Been years since I last wasted your time with boring questions. It's time to get into 3D again and what is better than asking someone else instead of doing your own research. Twisted Evil

These are all about Urban Empires.


  • How does your lighting work? Do you still use lightmaps or some other magic? How do your lightmaps work? Isn't that ancient technology by now?
  • How do the shadows work? Shadowmaps? Magic in the lightmaps you possibly use?
  • Do you know any good places to get free models / textures for testing from?


Answers are greatly unappreciated.


1) UE uses cascaded shadow maps, the sky lighting is totally dynamic, lightmaps arent even possible w 100% dynamic time of day.
2)Shadow maps in UE, Warbots has a much more interesting lighitng thaaang going on...i'm going to upgrade UE soon/
3) Sites like turbosquid.com, or maybe check out models other ppl release for free for other games, ie: there are 10000 gun models for CS first person. That's a great place to find new artists.

Very Happy
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"Some muckety-muck architecture magazine was interviewing Will Wright about SimCity, and they asked
him a question something like "which ontological urban paridigm most influenced your design of the simulator,
the Exo-Hamiltonian Pattern Language Movement, or the Intra-Urban Deconstructionist Sub-Culture Hypothesis?"
He replied, "I just kind of optimized for game play."

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K-Zodron
Forum Regular


Joined: 26 Apr 2007
Posts: 14
Location: Sweden

PostPosted: Wed Sep 30, 2009 12:42 am    Post subject: Reply with quote

No coke for Rappen. Evil or Very Mad

Thanks for the reply D. I implemented some kind of shadow maps to my "engine", but it's pretty unprecise for even slightly bigger areas. I'll have a look at cascaded shadow maps, which seems to be the solution. Wink
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dgreen
The One


Joined: 24 Sep 2005
Posts: 6811
Location: Raleigh, NC

PostPosted: Wed Sep 30, 2009 1:03 am    Post subject: Reply with quote

K-Zodron wrote:
No coke for Rappen. Evil or Very Mad

Thanks for the reply D. I implemented some kind of shadow maps to my "engine", but it's pretty unprecise for even slightly bigger areas. I'll have a look at cascaded shadow maps, which seems to be the solution. Wink


Yea, the algorithm is a pretty straight forward extension of a single shadow map, I actually coded it up myself from just my thoughts and then looked online and was like, damn ... I guess I did me some cascaded shadow maps Surprised Love reinventing the wheel
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I run this place.
"Some muckety-muck architecture magazine was interviewing Will Wright about SimCity, and they asked
him a question something like "which ontological urban paridigm most influenced your design of the simulator,
the Exo-Hamiltonian Pattern Language Movement, or the Intra-Urban Deconstructionist Sub-Culture Hypothesis?"
He replied, "I just kind of optimized for game play."

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