Woo-hoo! Unreal II-esque Lightmaps!

Miscellaneous Forums/Content Creation Tools/Woo-hoo! Unreal II-esque Lightmaps!

These are going to look great with tons of pipes and details dripping from the walls. Casting shadows off the detail meshes takes a while to calculate, but the results are worth a high-quality compile.

Thanks again to Ed for pushing me to go in the UT2003 direction.



Looking really impressive. Can't wait for CShop 3!

Cheers,


Unc

I just pointed ya in the right direction, your the one who done the code :)

It took two minutes to calculate a scene somewhat higher-poly than that, on the highest-res setting.

Looks nice josh. Got coloured lights in yet?

Does cshop support invisible meshes. Those pipes would need a bounding triangle collision mesh to stop you from getting stuck in the middle of them.

I'd do this by texturing an object with a texture that is all your mask color, and making it an entity like "func_hit" (in Quake). It would be invisible, but wouldn't get deleted in the export, like caulked surfaces usually do.

Here are some lighting effects showing transparency and masked shadows, respectively:





OH MY GOD!!! This looks awesome!!
O_O
Would like to see a demo level soon please..

WOW!!! --long silence--

Awesome!!

When it comes out halo?

Looks really good... not a lot more to say really! :)

Cheers Halo. Your map editor will totally ROCK !!!

well done.

some of the impressive lightmaps in UT2k3 are baked textures
from third party apps.

Very good! The stained glass scene is unbelievable. if it weren't for the repeating brick texture, and perfect corners, it could be a photo, and a very picturesque photo at that. Well, I'm not really familiar with cshop, although I downloaded the cshop 2 demo. And I didn't really like it. I mean, it was obviosly a powerful program, but I didn't have the patience to figure out how to use it. Yet with such a good lightmapper, it would probably reason enough to try it out again. One of my problems is probably that I got used to maplet, so I'm expecting a similar system while cshop uses a completly different system.

Anyway, I was going to say that it looks great, and if it can load .cob Truespace 3 files, I'll buy.

The stained glass scene is unbelievable. if it weren't for the repeating brick texture, and perfect corners, it could be a photo
And maybe the floating cube in the middle of the room?! :)

It is good though!

The .x exporter is now working, without materials. .b3d follows about the same rules, so a b3d exporter won't be hard to write after this.

I have a pretty good idea of what the help docs are going to be, and a have a ton of prefabs made, so I guess the exporters are the only real task left.



Just a slight improvement over CS2, don't you think?

Holy shirt, that looks great!

Respect. Looks great as always.

"Holy shirt, that looks great! "

damn right!!

And maybe the floating cube in the middle of the room?! :)

heh. looks like I kinda over looked the cube.....
still. The last stained glass shot looks even better, as it lacks the cube.